GV 

■^3 /t?CAMPBELL ON 
""■'AUCTION TACTICS 




V 




The Old Corner Book 

Store, Inc. 
Boston, - Mass. 



1 



AUCTION TACTICS 



AUCTION TACTICS 

BY 

BRYANT McCAMPBELL 



NEW YORK 
DODD, MEAD AND COMPANY 



Copyright 191 5 
By BRYANT McCAMPBELL 



Arffiy and Navy Chjb 

JANUARY 3^ 



CONTENTS 

PAGE 



Auction Thrills . 9 

The Major Suits Come First . . . 12 

The No Trump Comes Second ... 25 

The Minor Suits Come Last ... 29 

Business Doubles 34 

The Language of Auction .... 38 

The Nerve to Act 51 

Illustrative Hands 72 

The Show-Down 87 

Original and Subsequent Leads . . 93 

191 5 Laws of Auction 98 

Synopsis of Auction Penalties . . 144 



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AUCTION THRILLS 

The thrills in Auction come from the op- 
portunities afforded to out-general the ad- 
versaries in declaring. The bidding is the 
chief feature, which arouses our excitement 
and enthusiasm. To match our wits against 
others, of the same mental strength as our- 
selves, and either to do or be done by, makes 
an intensely stimulating contest. 

The "stunts," which we can "put over," so 
to speak, are what vitalize the bidding, filling 
it full of real life and activity. When four 
routine players happen to draw together at 
the same table, what a deadly uninteresting 
game it must be. The thrills do not start, 
until a "live wire" joins them and puts some 
"pep" into things. Fired by his zeal, each 
player instantly braces up in his chair. As 
if by magic, all has changed. One must be 
wide-awake to escape the ingenuous traps, 
which are now being laid in all directions. 
How different it seems from the tame game 
of a moment ago. 

[9] 



AUCTION THRILLS ^ 



Thanks to the wise man, who Invented 
Auction, no one can truthfully say that rou- 
tine methods are the winning ones. Go 
over the roster of your club and pick out the 
most successful player. Is he not the most 
daring and the most imaginative of all? 
Have you ever asked yourself the question, 
"Why is this so?'^ Is there some riddle 
about Auction, which still remains to be 
solved? Is there a mystery, yet to be ex- 
plained? 

This book strives to forge a connecting 
link between sound and brilliant bidding, so 
that a player may practice both arts, with- 
out detracting from either, and thus reach 
the highest pinnacle of auction efficiency. 
The masterful bidder makes his opening 
declaration, invariably, in accordance with 
the soundest principles of the game, and 
always holding two quick tricks, so that his 
partner will never be unduly misled. In 
the subsequent bidding, he willingly under- 
takes any strategic play, which can be con- 
ceived to confuse and entangle the adver- 
saries. 

[lo] 



AUCTION THRILLS V 



Sometimes, his efforts meet with disaster, 
but the gamble, which saves the game or the 
rubber, is usually worth taking. We must 
admire the gameness of the player, who, 
having been set 700 points on a hand, did 
not accept defeat with crest-fallen humilia- 
tion, but leaning back in his chair, laugh- 
ingly remarked, "Had you opened with a 
Spade, instead of a Club, you would have 
ruined me." 

Good fellowship should always prevail. 
When r. brilliant coup takes place and you 
happen to be the unfortunate victim of the 
attack, good nature prompts that you join 
in the fun, which it occasions. Admit, with 
genuine candor, that you swallowed bait, 
hook, and sinker. Next time, it will prob- 
ably be your turn to catch the other fellow. 

*'Good humour, with her sister graces, 
Can beat the honours and the aces. 
Good humour holds, if understood, 
The thirteenth trump or what's as good. 
Good humour, partners, don't abuse her. 
May have carte blanche, yet not be loser." 



[II] 



THE MAJOR SUITS COME FIRST 

When you pick up your cards and sort 
them, look first for a sound Spade or Heart 
declaration. Spades and Hearts are known 
as the major suits, because it takes only four 
odd tricks to win game in them, while with 
Diamonds and Clubs, the minor suits, it 
takes five odd tricks to win game. 

The major suit declaration is a better 
opening than the No Trump, which requires 
only three odd tricks to win game, because 
the extra trick can usually be squeezed out 
of a good hand, while the intangible risk 
of disaster, which constantly confronts a 
No Trump, need not be feared with a trump 
declaration. Spades and Hearts are, there- 
fore, safer declarations than No Trump 
and have equal chances with it of scoring 
game. 

Furthermore, a sound opening In Spades 
or Hearts does not deprive your side of the 
chances for a No Trump, which is left open 

[12] 



THE MAJOR SUITS COME FIRST ^ 



for your partner to undertake, with any 
reasonable excuse, if from the character of 
his hand, he does not feel that it will play 
well at your major suit. It is this team- 
work of partners, which enables you to se- 
lect correctly the most suitable declaration 
between the two hands. 

With the choice, between a major suit 
and No Trump, if you select the major suit, 
there is always the probability that one of 
your adversaries will risk a weak No 
Trump. If your partner support your bid 
and the other adversary dare to advance to 
two No Trump, rich penalties should ac- 
crue to your side. 

A sound major suit opening must possess 
these requisites: — 

1 . Five or more cards in suit. 

2. Ace or King or Queen at the top, 

3. Side suit strength. 

The first and second oT these require- 
ments are apparent, even to the novice. The 
last is not so well understood, but it is, by 
far, the most important of all. Never open 

[13] 



THE MAJOR SUITS COME FIRST ^ 



the bidding, or lift the opening bid, when 
sitting on the opener's left, unless your cards 
contain two quick tricks. With one quick 
trick in the declared suit, you must have one 
on the side. With none in the declared suit, 
you must have two quick tricks on the side. 

A quick trick is an Ace or a King Queen 
together in the same suit. No other com- 
bination is sure enough. Two guarded 
Kings on the side may be construed as one 
quick trick, because, at least, one of them 
ought to win promptly; and in a pinch a 
King Jack Ten together may be treated as 
a quick trick; but these combinations are 
dangerous and, at times, will prove most 
disappointing to your partner. 

When you have chosen, of your own free 
will, to make an initial bid, in preference 
to passing, your partner rightfully assumes 
that you have these two quick tricks, so be 
sure you have them, before opening. Once 
the bidding is started, the adversaries will 
frequently offer two or three No Trump, or 
four in the other major suit, against your 
bid, and then it is squarely up to your part- 

[14] 



THE MAJOR SUITS COME FIRST ^ 



ner to act Intelligently. He can only do 
so, if he is certain of your original bid. 

In the case of an adverse two or three No 
Trump, it is most important, that he should 
know, that you possess a positive winning 
card on the side, with which you can re-enter 
and make the small cards of your suit, after 
it has been established. 

In the case of an adverse four bid in the 
other major suit, your partner's double will 
largely depend upon his confidence in your 
ability to deliver two quick tricks. Let your 
partner never find you without these two 
quick tricks, and you can depend upon 
it, that he will make it expensive for your 
adversaries to play against your good 
hands. 

To the player, who has never thought of 
holding his opening declaration down to a 
predetermined margin of strength, it seems 
rather hard to be restricted in this way. But 
experience has shown It is the winning 
method. Bidding for the declaration in 
Auction is a keen contest. If you build a 
trench of **Side Strength" to fight behind, 

[15] 



THE MAJOR SUITS COME FIRST ^ 



you will make short work of an enemy, who 
tries to fight in the open. 

Isn't it strange, that by limiting yourself 
to these two quick tricks, you increase the 
difficulties of your opponents, for should 
they bid rashly, your partner will be quick 
to discover their folly. On the other hand, 
if he cannot depend upon your bid, he will 
never know, when your opponents are tak- 
ing liberties with the declaration. 

If your hand does not contain two quick 
tricks, there is no necessity to rush into the 
bidding with undue haste. Nothing can be 
lost by passing, and listening to what the 
others declare, while it is more than possible 
to lose enormously on a hand, if you mis- 
lead your partner, into thinking you have a 
good hand, when there is nothing in it 
worth speaking about. 

After you have failed to exercise your 
first option in the bidding, and your oppon- 
ents have assumed an aggressive stand, it is 
evident that any subsequent bid, on your 
part, is of a defensive character, and your 
partner will so interpret it. If he have 
[i6] 



THE MAJOR SUITS COME FIRST ^ 



cards to support your bid, it is mutually in- 
cumbent upon him to help you defend the 
situation, but he will proceed cautiously, 
and he is not likely to double the adverse 
declaration in a reckless manner, if you 
waived your first right to bid. 

On the other hand, if, after you have 
passed, your partner should make a declara- 
tion, which does not suit your hand, he na- 
turally expects you to take a chance with 
your long suit, and the message, such a sub- 
sequent bid on your part, conveys to him, is 
so simple, that he cannot fail to understand 
it. This is the spirit of co-operation, which 
consolidates both hands into a fighting unit. 
It scores games, it sets adverse contracts, it 
wins rubbers, and it is wise to hold fast to 
such a policy, as long as it pays such hand- 
some dividends. 

The opening hid, of one Spade or Heart, 
merely suggests the trump and offers two 
quick tricks towards the defeat of any ad- 
verse declaration. 

The opening hid, of two Spades or Hearts^ 
earnestly requests the trump and offers two 

[17] 



THE MAJOR SUITS COME FIRST 9? 



quick tricks towards the defeat of any ad- 
verse declaration. The indications are that 
the bidder controls two of the first three 
rounds of the suit named and has a quick re- 
entry card in some other suit. 

The opening hid, of three or four Spades 
or Hearts, positively commands the trump, 
but does not offer two quick tricks towards 
the defeat of any adverse declaration. The 
indications are that the bidder wishes to shut 
out an opposing bid, which he considers most 
dangerous. 



[i8] 



THE MAJOR SUITS COME FIRST Z> 



THE SOUND MAJOR SUIT BID 

Note — These bids are intended as a guide for the 
opening bidder and his left hand adversary. It is evi- 
dent that subsequent bidders cannot be restricted to them. 



Free Bid 


Says: 'Tartner, I have — 






5 or more, headed by A K, A Q, or K Q, and 
I Quick trick on side." 


1 

2i 


■ 


5 or more, headed by A or KJ, and 

Quick tricks on side." 
5 or more, headed by K or Q, and 2 Quick 

tricks on side." 

5 or more, headed by four honors, and i 
Quick trick on side." 




r 


6 or more, headed by A K, A Q J, or K Q J, 
and I Quick trick on side." 


3 


An unusual hand with chance for game. Let 


4 




me alone." 



Note — ^ a quick trick is a guarded King. It is 
known, as a quick trick," because it will win quickly 
about half the time. 



[193 



ESTIMATING TRICKS IN A TRUMP HAND 
In all examples, the prospective trump is Spades. 
Rule — Add one to the bid limit for each raise by 
partner. 



Hand 



A KQJ104 
<S? A86 
Ok 10 3 

Count play worth 
Count dummy " 
Count 4 honors " 

Bid 2 Limit 3 



AK653 
J 104 

# A43 

Count play worth 
Count dummy " 

Bid I Limit i 

^ Q 10763 
^ 87 

A43 

# A 9 8 

Count play worth 
Count dummy " 

Bid I Limit 1 



^ AKQ964a 
^ 6 

97652 

4^ None 

Count play worth 
Count dummy " 

Bid 4 Limit 5 



Tricks 

4 
I 
I 
o 
I 

X 

I 



Hand 



^ AQJ1042 

AK4 
# QJ6 

Count play worth 
Count dummy " 
Count 4 honors " 

Bid 2 Limit 5 

KQJ 
^ 10972 
Count play worth 
Count dummy " 



Bid I Limit 3 



KQ872 



4 

QJ65 

♦ A42 

Count play worth 
Count dummy " 

Bid I Limit 2 



# QJ865 
^KQ 

AS7 

♦ 43a 

Count play worth 
Count dummy " 



Bid 



Limit 



Note — Four honors in one hand are always counted, 
as an extra trick, because the honor points will offset 
a one trick set. r i 

Lao J 



THE MAJOR SUITS COME FIRST ^ 



THE DECLARER'S SINGLETONS ARE 
NOT TRICKS 

Never count a singleton in the strong trump 
hand, as a trick winner. It will prevent an 
adverse run of that suit, only at the cost of a 
winning trump, and may prove a great source 
of weakness, as each lead of that suit, by the 
adversaries, threatens your control of the 
trump situation. 

THE DUMMY'S SINGLETONS ARE 
TRICKS 

Never overlook the advantage of a singleton 
in the weak trump hand, as it will usually 
prove most valuable as a trick winner, espe- 
cially, if accompanied by three or four trumps. 



[31] 



ESTIMATING SUPPORT FOR A TRUMP HAND 
In all examples, partner opened the bidding with Spades. 
Rule — ^Raise once for each probable trick over one. 



Hand 

863 
652 
A 642 

Raise Limit 1 



^1098 

^None 
AK64a 
#75432 



Raise Limit 3 



AKQ4 

8 6 5 3 
743 
♦ 108 6 



Raise Limit i 



AKio75 

O654 

Oak 

4 8 632 



Raise Limit 3 



♦ A8s 

^Q93 
OJ104 

♦ 7532 

Pass 



Tricks 



'A 



Hand 

K65 

8764 

A 

KQ853 
Raise Limit 4 



86532 

K8 

Q63 

764 

Raise Limit i 



Q6 
AQ4 
K 10 6 4 3 

97» 
Raise Limit 2 



QJ854 

82 

76 

10875 
Raise Limit i 



K84 
32 

109 7 643 
A3 
Raise Limit 2 



Tricks 



Note — In the supporting hand the Queen of trumps 
is always counted as one trick while a Queen of suit 
is only counted as half a trick. 

[23] 



THE MAJOR SUITS COME FIRST ^ 



ON THE OPENER'S LEFT 

If the player on the opener's left make a 
bid, he immediately contests the situation for 
his side, and his partner will rightfully con- 
strue his action as an aggressive one. He must, 
therefore, keep in mind the sound principles, 
which control the opening bid. His one bids 
must, always, announce the conventional hold- 
ing. His two bids should conform to the con- 
ventions of an opening one bid. Forced bids, 
above one and two, cannot be read so clearly, 
except that he must, always, have two quick 
tricks in his hand. 



[23] 



THE MAJOR SUITS COME FIRST ^ 



DEFENSIVE BIDS 

In the opening position, or sitting on the 
opener's left, the following hands should be 
passed, because they do not contain two quick 
tricks. Afterwards, "Two Spades" may be 
bid. Your partner will understand this as a 
defensive bid, and will not support, unless he 
have three probable tricks. The idea is, that 
with average assistance in dummy, these hands 
will take six or seven tricks, and you are will- 
ing to be set one or two tricks to save game or 
rubber. 



4b AK754 
^864 

06 

♦ 7543 


^AQJ 94 
^ Q 10 9 2 
O42 
^107 


4 AKQJ4 
^76 
OJ42 
^976 


# AK865 


f AJ86a 


^K9 8 7 6 


^532 


^QJ42 


^Jio4 


086 


O87 


OK3 


^ Q 10 4 


^ 43 


#965 


AKJ1085 
0io8 
OQ94 
4Q76 


^ Q 10 8 7 5 

^ None 

QJ973 

4^ Q42 


^ QJ106S 

^542 

08 

4» A865 



[24] 



THE NO TRUMP COMES SECOND 

When your hand does not contain a 
sound Spade or Heart declaration, the next 
most valuable thing, to search for, is a No 
Trump. The No Trump is a short road to 
game and a powerful opening bid. To de- 
clare it originally, does not necessarily mean 
that the hand will be played at No Trump, 
as the very act of calling It, will justify 
your partner in undertaking a thin Spade 
or Heart make, which he could never have 
bid, had you not first announced strength 
and thus encouraged him. In fact it is his 
duty to lift you out of the No Trump bid if 
he possess either five Spades or Hearts 
headed by two or more honors. 

Let your No Trump, therefore, have a 
good reason for its existence, if you do not 
wish to fare badly in the show-down. High 
cards, distributed in several guarded suits, 
are the chief requisites. Any card, below 
the Jack, need not be taken into account in 
making your calculation. The quickest way, 
to measure your cards accurately, is by the 
[25] 



THE NO TRUMP COMES SECOND ^ 



Ace 


= 4 


King 




Queen 


= 2 


Jack 


= I 



use of a simple scale of relative values. The 
Pitch Scale is the easiest to remember.* 



Relative Values 



ESTIMATING WITH THE PITCH SCALE 

11 Points with 3 guarded suits = A Weak No Trump. 

12 Points with 3 guarded suits = A Sound No Trump. 
14 Points with z guarded suits = A Sporty No Trump. 
16 Points with 3 guarded suits = A Sound a No Trump. 

Every picture card, whether protected or 
not, should be counted at its full face value, 
but only those suits should be considered as 
guarded, which contain an Ace, a King with 
one small, a Queen with two small, or a 
Jack with three small. 



*Those of my readers, who have played Auction 
Pitch, will have no difficulty in recognizing and remem- 
bering these values. 

[26] 



ESTIMATING TRICKS IN A NO TRUMP HAND 



Scale— Ace = 4» King = 3, Queen — 2, Jack— i. 



Hand 


Scale 
Value 


Hand 


Scale 
Value 


^ J\. J 10 

9?A983 

OQJ2 

#642 


A 
T 

4 
3 



# AK8 

^QJ42 

0QJ6 i 
#842 


7 
3 
3 



Weak No Trump 


11 


Sound No Trump 


13 


#842 

OAK43 

♦ kqs 



I 
7 
5 


#AK4 

9754 
4 8 62 


7 
7 




Too loeak for] 
Sporty No Trump\ 
Pass or I Diamond 


13 


Sporty No Trump 


14 


« /\ 9 7 
0IO87 
OA43 
# A 62 


A 

4 


4 
4 


41 62 

^KQ2 

J84 

♦ AKJ82 



5 
I 
8 


Sound No Trump 


12 


Sporty No Trump 


14 


^ jv 5 4 2 
^K86 

K 10 9 
#K65 


3 
3 
3 
3 


# Q lo 7 

^K9 

Ok 10 9 6 

#K872 


2 
3 
3 

3 


Sound No Trump 


12 


JVeak No Trump 


11 


#8432 
^QJ6 
AK7 
♦ AQ4 



3 
7 
6 


#A876 

A 10 6 4 
^ A42 


4 
4 
4 
4 


Sound 2 No Trump 


16 


Sound 2 No Trump 


16 



[27] 



ESTIMATING SUPPORT FOR NO TRUMP HAND 
Right hand opponent has bid z Spades over partner's 
No Trump. 

Rule— Raise once for each probable trick over two. 
(Three points on scale equals a probable trick.) 



liana 


Scale 
Value 


riana 


Scale 
Value 


#Q42 

^J64 

OAQ62 

4»874 


2 
I 

6 



# A3 
0J63 
OA983 
#6532 


4 
I 

4 



Raise Limit i 


i 9 


Raise Limit i 


9 


#Kio6 

^8642 

Okq 
#1982 


3 


1 5 
I 


#A3 
0io6 3 

A983 
#6532 


4 

4 



Raise Limit i 


9 


Fass 


8 


f KQ4 

01043 
06s 

# A K7 42 


5 


7 


Ml. 1^ C\ tr\ A '> 
^ JV ID 4 2 

^A64 
O843 


5 
4 




Raise Limit 2 


1 12 


Do«'/ raise- 
double 




w 4 

0AK32 
OQJ96 
♦ K8 

Raise once — 
then double \ 




9 


7 

i 3 
3 

15 


#KJ932 

J972 
#542 

Pass 


4 

I 



5 


^Jio873 

Okqj 

#A6S4 



1 
6 

4 


A A 

^ A 

8743 

#KQ J 943 2 


4 



6 


Don't raise — 
hid 3 Hearts 


II 


Don't raise — 
hid 3 Clubs 


10 



Note — Be careful 
Trump, unless you 



about advancing your partner's No 
hold protection in the adverse suit. 

[28] 



THE MINOR SUITS COME LAST 



My advice to a player, about to open the 
bidding with a declaration in Diamonds or 
Clubs, is don't do it. Whenever you notice 
a bidder persistently starting with a minor 
suit bid, you can put him down as a poor 
player. Someone has aptly said, "All play- 
ers love to bid," and this statement is so 
true, that the inferior bidder can usually be 
quickly marked by his repeated initial dec- 
larations in Diamonds and Clubs, which so 
readily provide him with a convenient es- 
cape valve, for this pent-up and enthusiastic 
desire to say something. 

Remember, nothing is worth while, ex- 
cept the opportunity to score game. It 
takes five odd tricks to win the game in a 
minor suit and the risk of heavy penalties, 
in proportion to the chance of success, is too 
great to admit of experienced players, tak- 
ing much stock in opening bids in these suits. 
With a sound Diamond or Club declaration, 
the wise bidder usually passes and patiently 
[29] 



THE MINOR SUITS COME LAST V 



listens to what the others have to say. In 
this way, he frequently does not have to 
disclose his strength in the minor suit, as his 
partner may declare No Trump or one of 
the major suits. Then he has some material 
strength, with which to help his partner's 
bid. 

Furthermore, the right hand adversary 
may make a declaration of No Trump, in 
which case his previous silence has proven 
golden, and he proceeds to punish the No 
Trump with his unannounced strength in 
Diamonds or Clubs. The stronger the Dia- 
monds or Clubs are, the less advisable it is 
to proclaim their value, as it only warns 
your opponents to be cautious. 

The new rules have increased the tenta- 
tive power of these suits, but there is no 
actual change in their status, so do not let 
this entice you to open the bidding with 
them any more frequently. This mistake 
will surely be made by the inferior class of 
players, to whom the added bidding strength 
of these suits will prove a crumb of satisfac- 
tion, and who were becoming somewhat dis- 

[30] 



THE MINOR SUITS COME LAST ^ 



couraged with former disastrous Diamond 
and Club experiences. 

To the expert, the real value of the minor 
suits is in their defensive power and here is 
where he uses them to the limit of their ca- 
pacity. After an adversary has opened a 
game-going declaration, he hates to re- 
linguish it, and your subsequent persistence 
with Diamonds or Clubs proves a most dis- 
agreeable thorn in his side. As your bid 
offers no chance of game, he dislikes to 
double it, for fear that his double will put 
you out, so it is only human nature, for him 
to continue with his bid. By shrewdly 
adopting these tactics, you will frequently 
press his declarations beyond their true 
margin of safety, and continually make him 
play at the breaking point. In this way, 
you will strew many obstacles in his path. 

But of one thing, let me caution you. Do 
not try to lift an adverse No Trump with a 
strong minor suit, except to direct your part- 
ner's opening lead. The reason for this is 
that you may frighten your opponents into 
abandoning their No Trump for Spades or 
[31] 



THE MINOR SUITS COME LAST ^ 



Hearts, which is just the thing you do not 
wish them to do. 

To the expert, three situations occur, 
when, on rare occasions, an opening bid In 
a minor suit may prove valuable. 

1. With an unusual holding and chance 
for game. 

Example — Spades 6 

Hearts KQ J 

Diamonds J lo 8 7 5 4 2 

Clubs A Q 

{Bid 3 Diamonds.) 

2. Controlling two of the first three 
rounds of the suit and with a sure re-entry. 

Example — Spades A 4 3 

Hearts 62 

Diamonds 87 

Clubs KQJ8 6S 

{Bid 2 Clubs.) 

*3. With three quick tricks in only two 
guarded suits. 

Example- — Spades 10 9 7 6 3 

Hearts A 4 2 

Diamonds A K 5 

Clubs 62 

{Bid I Diamond.) 

*The expert will employ this bid usually on hands, 
like the one shown above, with a secondary bid in a 
major suit. The average player will not be so par- 
ticular. 

[32] 



THE MINOR SUITS COME LAST ^ 



THE SOUND MINOR SUIT BID 

Note — These bids are intended as a guide for the 
opening bidder. It is evident that subsequent bidders 
cannot be restricted to them. 



Free Bid 


Says: — "Partner, I have — 


if 


4 or less, headed by A K or A Q, 
Quick trick on side." 


and z 




4 or less, headed by A or K Q, 
Quick tricks on side." 


and 2 


2 




5 or more, hea^ded by A K, A Q J, or 
and I Quick trick on side." 


KQJ, 


3 
4 


- 


An unusual hand with chance for 
Let me alone." 


game. 



Note — When you have an inexperienced partner, it is 
unwise to bid Diamonds or Clubs, holding less than 
four, as he may carry the bid too far. With an experi- 
enced partner, there is no such danger. 



[33] 



BUSINESS DOUBLES 

The essence of profitable Auction is the 
sound double. So much advice has been 
freely given, in the way of caution against 
doubling, that many players are far too 
timid, in grasping the opportunities afforded 
to pile up rich penalties at the expense of 
their adversaries. 

It is clearly the part of wisdom to coax 
your opponents as high as they are likely 
to go, before pouncing upon their declara- 
tion with a double, but make up your mind 
not to be afraid to double, and do so fre- 
quently and persistently. If you discover 
that your doubles are not successful, analyze 
each losing hand closely, and you will soon 
locate, wherein your estimates are proving 
faulty. Continued experience will teach 
you the dividing line between the sound and 
the doubtful double. Learn to use this 
powerful weapon with intelligent courage, 
and the results will show on the score sheet. 

Once you become known as a keen doub- 

[34] 



BUSINESS DOUBLES ^ 



ler, the prospect of success with your own 
declarations will rapidly increase. Your 
adversaries will quit forcing you to high 
contracts, when they realize the heavy pun- 
ishment, which is sure to follow an unsound 
declaration on their part. 

IMPORTANT ADVICE 

1. // your doubles are never beaten, then 
you are not doubling often enough, 

2. With a doubtful hand, double to pre- 
vent your partner continuing with a danger- 
ous make. 

3. With a doubtful hand, double when 
there is a chance, that the adversaries will 
branch to a declaration, which you are sure 
to defeat. 

4. With a doubtful hand, double all game- 
going contracts. Be cautious, only when 
your adversaries are keen redoublers, and 
there is no avenue of escape for you. 

5. With a certainty, never double, unless 
you feel sure^ there is no avenue of escape 
for your adversaries. 

6. With the choice, of winning the first 

[35] 



BUSINESS DOUBLES 



or second game, or of doubling, take the 
game, unless the double offers a prospect of 
more than 200 points. In estimating the 
prospect, do not forget to deduct the honor 
points, which will probably he scored against 
you, 

7. With the choice, of winning the rubber 
game, or of doubling, take the rubber, un- 
less the double offers a prospect of more than 
300 points. In estimating the prospect, do 
not forget to deduct the honor points, which 
will probably be scored against you. 



[36] 



BUSINESS DOUBLES ^ 



«^ ^ W tH b< 



3 
CO 



j3 
C 

CO 



bH ^ ;-i ;^ 



o 



o o o o o 
' 2 2 2 o43^j3-c;j3 

• j^ j:^ ^ 

3 d P 3 D 
,.333300000 

^ ^ ^ 

3 3 m <n ai VI 

lltssssllili 

^ c3 es rtC^UUUU 

a;d;H: °°®°° 

C fa a o O O O^T3 -0-0 73 

^ ^ o o. Q, a. a-rj •« •z? 



[37] 



THE LANGUAGE OF AUCTION 



The most fascinating feature of Auction 
is the language of the game, which is spoken 
in a telegraph code. Winning play depends 
upon partners, acting in concert, and, to do 
your part successfully, you must know how 
to translate the message. 

Give your partner credit for rational in- 
tentions, and do your utmost not to misread 
what he is trying to say. By displaying con- 
fidence in his efforts, you will greatly 
encourage him to aim only at what seems 
most profitable for the partnership. Even, 
when he has made a bad error, do not let 
this influence any subsequent action on your 
part. He may never make the same mistake 
again. Only repeated failure on his part, 
to read your messages properly, will war- 
rant you in ignoring him. 

The wise partner is not surprised when 
you overbid his one No Trump with Spades 
or Hearts, but he resents being overbid with 
Diamonds or Clubs, and it is usually poor 

[38] 



THE LANGUAGE OF AUCTION ^ 



judgment to do so. He commands you to 
let him alone, when he has freely:— 

Bid 2 or more — No Trump. 

Bid 3 or more — Any Suit. 

Doubled an adverse bid of 2 or more. 

Redoubled either his or your bid. 

To act contrary to his explicit instructions 
in these matters, you must be prepared to 
answer for the game, and often even that is 
not sufficient. 

Certain compulsory situations arise in the 
bidding, where you must make a reply. 
Even, with the weakest hand imaginable, 
the issue cannot be dodged. To pass is as 
distinct a reply as to bid. These situations 
occur when your partner has : — 

Bid I Club — Inviting a No Trump. 
Bid I Diamond — Inviting a No Trump. 
Doubled i No Trump — Inviting you to bid 2 No 

Trump or 2 of your longest and strongest 

suit. 

Doubled i Spade — Inviting you to bid No Trump, 
if you stop Spades, otherwise to bid your long- 
est and strongest suit. 

Doubled i Heart — Inviting you to bid No Trump, 

[39] 



THE LANGUAGE OF AUCTION ^ 



if you stop Hearts, otherwise to bid your long- 
est and strongest suit. 

Doubled I Diamond — Inviting you to bid No 
Trump, if you stop Diamonds, otherwise to 
bid your longest and strongest suit. 

Doubled i Club — Inviting you to bid No Trump, 
if you stop Clubs, otherwise to bid your long- 
est and strongest suit. 

Bid two suits — Inviting you to assist him in. select- 
ing the one which best fits both hands. 

When you are confronted with one of the 
above bids or doubles, be wise, and give the 
answering bid without hesitation or embar- 
rassment. To fidget around uneasily in 
your chair, and assume a pained expression, 
is very unbecoming, and may expose the best 
laid plans of your partner to an unwar- 
ranted attack. Therefore, when forced to 
bid, do so boldly and confidently, and you 
will probably later discover that your part- 
ner had excellent reasons for making this 
request of you. Even, if you dislike the 
compulsory bid, it is bad taste to exhibit 
your prejudice openly. By cheerfully ac- 
cepting your responsibility, you increase the 

[40] 



THE LANGUAGE OF AUCTION <^ 



potential power of your partner's cards, in 
which you have an equal investment with 
him. Furthermore, you add to his good 
opinion of you. 

On the following pages a few of the 
many interesting situations, which arise in 
the bidding are given. In all examples, the 
bidding has been momentarily halted so that 
the message could be translated. The con- 
tinuation of the bidding depends upon the 
proper application of the message conveyed. 
In no case is the bidding complete and no 
hands are disclosed. In actual play, when 
similar conditions arise, you will have your 
thirteen cards before you, so there should be 
little difficulty, in reading between the lines 
of the message, and amplifying its context, 
thus to determine, quickly, the correct reply 
to make. 



[41 J 



THE LANGUAGE OF AUCTION ^ 



I Read the Message 


[Three players have shown strength. If 
' West have a good hand too, then one of 
1 the other players is bidding falsely. 
1 West should ask himself the question, 
I "Is my partner telling the truth?" If 
1 he is sure of this, then he should double 
in preference to assisting, unless his help 
will come from singletons, which are 
likely to shut out winning cards for 
North and South. 


South says, "No help for Spades, but with 
your strength can hold my own at Hearts." 


North replies to South's warning, "Do not 
like Hearts and do not fear your 
weakness in Spades." 


South says, "No help for Hearts. Leave 
me alone, even if you are weak in Spades." 


West says, "Do not like East's Heart bid 
well enough to go on with it, but with 
' some assistance from East, feel sure of 
defeating 3 Spades." 


West 






Pass i 




Double 


, South 


f 

9 
li 

H 
o 

f» 


' z Hearts 1 


2 Hearts 


' 2 Spades 


3 Spades 


East 


2 Spades 


1 Pass 1 


Pass 


Pass 


3 Hearts 


th ! 


rump 




m 








(» 




Nor 


H 
o 
2 

H 


I Spad( 


-a-a 

a, a, 

C« CO 




I Hean 




T3 

Oh 
CO 





[42] 



THE LANGUAGE OF AUCTION ^ 



Read the Message 


West says, "Can help my partner's Hearts 
and do not believe North can make 4 
Spades." 


South says, "Understand you have a freak 
' hand at Clubs, but then I have a freak 
hand at Spades, and it offers the shortest 
road to the game. Do not take me out, 
unless you are sure of game at Clubs." 


North has said, "Have a sound hand and 
can take care of Spades. With your Clubs 
I should go game." To which South re- 
plies, "I did not like your Hearts and I do 
not like your No Trump. My Club bid is 
a freak. I probably lack the tops of it and 
have no re-entry. Leave me alone." 


North says, "I have a two suit hand of Spades 
and Diamonds." It is now South's duty to 
change back to Spades, unless he prefer 
Diamonds. He can transfer to Spades with- 
out increasing the contract, and doing so 
will not be construed as a raise by North. 
For South to pass would mean that he pre- 
fers Diamonds. 


1 West 


' 3 Hearts 
Double 

1 




m 

CO 

PS 


en 
so 
{« 


' South 


2 Spades 
4 Spades 


t« 
a> 

a, 

CO 


in CO 
3 ^ 
UU 


cn 

cn 

OS 


1 East 


1 2 Hearts 
4 Hearts 


v> 
on 

n 


I Spade 
Pass 


i 2 Hearts 
! Pass 

1 


North 


I Spade 
3 Spades 


3 Clubs 1 


1 Heart 

2 No Trump ! 


I Spade 
3 Diamonds 



[43] 



THE LANGUAGE OF AUCTION ^ 



Read the Message 


North says, "I have an unbalanced hand of 
Diamonds and Spades. Diamonds are the 
strongest, otherwise 1 would have bid the 
higher valued suit first." South's duty is to 
increase contract to 3 Diamonds, unless he 
prefer Spades. North will not construe 
South's action as a raise in Diamonds. This 
is a crucial position and South must not 
' go to sleep. 


North evidently has a hand, which warrants 
an effort to lift West to 2 No Trump. He 
fears a double in doing so, and has timidly 
1 offered the lower valued suit first, expect- 
ing to escape with the other, if the im- 
pending double develop. South had better 
pass, and if West bid 2 No Trump, should 
again be silent, as this is evidently all 
North wants. Should West double, South 
had better again pass, unless he much pre- 
fer Hearts, in which case he must bid 3 
Hearts in the face of East's double. North 
has put his partner in a bad situation. 


If West have only an average hand he must 
1 pass for another deal. 


West 


9) 
CO 

ti 
PU 


I No Trump 

Pass 




South 


Pass 


iPass 
; Pass 


CO 

00 

C3 


East 


2 Hearts 1 
Pass 


Pass 

Double 

Pass 


Pass 


North 


2 Diamonds 
2 Spades 


E cc 

[44] 


No bid 



THE LANGUAGE OF AUCTION ^ 



^ o 
-a 



5 ^ 
o 

PS C3 » 

"'2 2 

- U ^ 



^; S « s 

bC "S 

°^ " § S3 

- g o 



3 CO 

ait! ^ 

O <n 



_ bo's »-< 

:S bfl o 3 

t: 3J3 O 

Q W CO >-i 

2 



2 3: 

3J2 - 
O *5 

So 

*J P C5 



s 



1#J 5 



e 

s 

(U C ^ 

H-) ^ O 



CO 



be CO 



t! P 
o W) a. 



- „ <U ■»-; 
P I-! r" O 

3 S -5 C 



r:2 = 

3-0 v 

C ^ « 

.5 JQ ^ 

.2 S J § 

flj CO ,2 

v u 





Oh 












S 












3 










CO 












V 


h 












No 


Clu 


ass 


ass 






M 






















3 


CO 

in 


CO 

CO 




CO 




O 


cl 




CO 


CO 

e« 




(/) 


0. 
















Oh 


a, 










s 














3 


CO 


CO 


















H 


h 


CO 


to 


CO 


o 


o 


V 




CO 

03 


CO 

cs 


Z 








Oh 




M 


M 




















a 








4-1 




3 


01 


CO 


on 
<u 


o 




H 






13 




'.H 


o 






vS 

a. 




o 




o tC 


o 


CO 




sz; 






2 « 





[45] 



THE LANGUAGE OF AUCTION V 



a, S 
CO g 

o O 

CO S 

-o 

a; C 
•r 3 

t5 o 

CO 

t: ^ 

o 



a o 

' G 
I -O 

c o 

3 WO 

2 o 

G « 
O -G 



' > u 

! ^ « c 



-Q CO cn 
S S « 

2; 
«2 

O o 3 
^ § o 

G 2 » . 

> <u G 

CO CO 

Q G O --I 



G m 



G CO 

I G 

^ D. O 

CO a, 



^ 3 G 

03 O Ki 
2— CO 

•S I S > 
12; 



S o ^ *j 

g 3 ^ W ^ 

put" 

O O - « 

-rl "-w ~ n r". 









to CO CO 
U U it 


CO 


Wes 


Pass 


lU V 

<r» 


U V u 
cn rj- 


33 


South 


Pass 


2 Spades 
Pass 


Pass 
Pass 
Pass 


2 Spades 
Pass 




CO 03 






O] CO 


East 


■o-o 

G4 Oi 
CO CO 
«0 ri- 


2 Heart 

Pass 

Pass 


Pass 
Pass 
Pass 
Pass 


2 Hearl 
Pass 
4 Hearl 


North 


3 Hearts 

4 Hearts 

1 


I Spade 
3 Spades 
Pass 


2 Spades 

3 Spades 

4 Spades 
Pass 


1 No Trump 
3 Spades 
Redouble 



[46] 



THE LANGUAGE OF AUCTION ^ 



PS £V H- ) .fl 

^ 2 e 

u <u CO w £2 



o > e 

CO ^ s*^ 
o p <u 



u 3 



-^3 



O 



O 

feS bi) uT S 
9 M o 



CO fll 

*^ > 
^ 1 

IH 3 
Ml 

u o 

-^^ 

<n j3 
4^ 3 3 

CO o 



«i e ^ 



CO ^ 



j5 
_ 

Oho 5^ J 



<j +j (U 3 
CO 'S O 
OJ CO 







CO 


CO 














(U 




3 


3 


CO 


& 




u 


U 


CO 

<a 








ro 
















CO 


CO 


to 




3 


on 


t/2 


CO 


CO 


O 




«J 


03 


a 


CO 





















B3 
CO 



CI, 
CO 



[47 



THE LANGUAGE OF AUCTION 



p p 



3 >. 



^2 2 >^ 



03 2 ^ ^ 

rs 3 s 

I « i_i »r M CO 

« S O > t« 

« ^ i 2 ^ 2 « 



•« -a cn 

<u<; 

^'1 d 

■M S U 

•3 I S 

W) . s 
2 

O g 

-si. 



3 -=C 



-"3 5 



en ^ <U 
^ SjD OS 



o 

HZ G 

2 

QJ M-c 



CO 

G 



a, 
S 

D 

o 











S 






D 






:h 




IS 






D 
O 


O Z 




Q 


Q 


Q to 


a, 


a, 


a. 


S 


S 


S 


D 


p 


2s 


H 






o 


O <n 


o <u 


12; 













[48] 



THE LANGUAGE OF AUCTION ^ 



M 2 ^4 



> C cTj 
C3 P I- 

S " " 
<u •»-, ^ 

> 9J *j 



3 



2-^ 



-T3 >i 

a S'Z 

1 
o 

bfl t« - 
t3 a "O ^ 
o o c !» 
o i 3 



J3 -Q 



= 2 

u 

S 
-a 

KJ O "5 



CL 



J3 <u « 
C 

^ Oi o 
o 



a D ^ - , 
§ "^^ ^ w 

i g S 

> PS .5 > ^ 

- CO a !> 
>— o 

tn »^ 



3 rt J3 
O 
CO 



o -a 

O 3 

hC o CO 

S 

•5 o o 
o 



o 

3^2 



O "5 J3 
O C 
^ <n g 

.-sis 

« S3 

(U G 3 
Jai G O 





a, 












S 












3 










CO 


























o 






3 






Z 


en 




u 

















Oh N 



a, 
S 

3 

H 
o 



3 - 



[ 



49] 







THE LANGUAGE OF AUCTION ^ 



o 



J3 

O 

3 

-5 3 2 •! 



CI 



"O M-i 
'p'1 

on MH 



'3^ <u 

^.5 £2 



1^ CS 

c -c 

P 

o 



cn w D <U 

. . *!!' ft! 



_ <U O 
" > O Ml -S 

<U QJ 
Of I-c OJ 

^ .9 ^ 



C 



B-2 



".2 

- ^ 

fc-i C ess 
<u OJ > 
> c > 

°g.l 

*H 3 .ti 

PS c 3 

CO >~, M 



J3 

^ 'G § 0—2 

- = i 

te-S 2 



M « p 

■ O 

^ a- " 

CS ~ ••-> 

c 

^ -O c»"d, C) 



C rs a 

Wr 2 

O S 

CS 

2 S 

35 -O ^ PQ es 



West 1 




I2 Hearts 


South 


Double 


Pass 
Pass 


cn 
CS 

w 


2 No Trump 


Pass 

2 Spades 



a, 

s 

3 

O 



[50] 



THE NERVE TO ACT 

Common sense and keen imagination are 
the best standbys at Auction. Active think- 
ing and quick perception are necessary es- 
sentials of winning play. When you dis- 
cover, how to put into your declarations, the 
same elements of strategy, which you use at 
the poker table, then your scope and range 
as a skillful bidder will rapidly increase. 

The capacity to understand human na- 
ture, and the willingness to take advantage 
of its frailties, are what constitute the back- 
bone of the expert. The personal equation 
is ever present in the game. The players' 
varied characteristics should be closely stud- 
ied. There are many types : — 

Rank. Type. Description. 

1. Masterful; Both brilliant and sound. 

2. Brilliant; Clever and cunning, with 

much imagination. 

3. Sound; Both brave and reliable. 

4. Bold; Overbids persistently. 

5. Routine; Accurate, but no imagination, 

[51] 



THE NERVE TO ACT ^ 

6. Conservative; Underbids persistently. 

7. Erratic; Very unreliable. 

8. Poor ; Generally deficient. 

With a masterful partner, you are most 
fortunate, indeed. Be logical and he will 
deliver maximum results. His shrev^^dness 
will be such that, while it will confuse the 
adversaries, it will rarely mislead you. 

With a brilliant partner, you are equally 
fortunate, but you must be careful not to get 
in his way. Be accurate and stick by his 
doubles, as he will carry through many a 
marvelous coup, which will add to the vic- 
tory. 

With a sound partner, you have a fear- 
less and sure defender of the situation. He 
can be depended upon to parry many a well- 
directed, masterful, and brilliant blow of the 
adversaries. By all means, don't deceive 
him. Always brave, but never fool-hardy, 
he will fight to the last ditch. 

With a hold partner^ you will secure ex- 
cellent aggressive assistance, but he will 
be over sanguine about what your hand can 

[52] 



THE NERVE TO ACT ^ 



provide, so you must tend towards conserva- 
tism, if you wish to be successful. 

With a routine partner ^ you must exer- 
cise some imagination, as this is what he 
lacks most. Never count on him to depart 
from the beaten path. 

With a conservative partner y you must 
be bold, if you wish to capture the victory. 
He seldom doubles, but when he does, give 
him a clear road. 

With an erratic partner^ you must be 
careful. If he does anything startling, it 
does not pay to trust him implicitly. 

With a poor partner, lose as little as you 
can, and allow the rubber to finish promptly, 
so you can cut again. 

When the bidding is opened, the contest 
starts in full vigor, and requires the com^ 
bined dexterity of two strategists to bring 
your side through with flying colors. The 
continuation of the bidding reveals different 
courses of action, between which you must 
make a selection. Contrary to the rule-of- 
thumb dogma of the routine theorist, who 
believes there is but one correcf course, each 

C5S3 



THE NERVE TO ACT ^ 



of these courses may be equally sound. But 
one holds out glittering promises of success, 
because it is craftily designed, to seduce the 
kind of adversaries, with whom you are at 
the moment engaged. 

The inference having been formed, 
hasten to execute the coup. Many read the 
message. Few have the nerve to act, the 
grit to resist the adverse attack, and the 
pluck to rush ahead, when victory is within 
their grasp. 

Bravely, to counter back and forth, until 
you secure the advantageous position, re- 
quires real ability. Sometimes, the most un- 
wary will, perchance, escape the dangerous 
hazards, which you have so well contrived 
for their destruction, Do not let any tem- 
porary misfortune dissuade you from your 
efforts, until the results so much desired are 
accomplished. Be careful, that your man- 
nerisms do not give your opponents any in- 
timation of your ultimate intentions. 

Nearly every one can appreciate a master- 
ful play, after it has been set in motion, but 
to start the same play off themselves, so it 

[54] 



THE NERVE TO ACT ^ 



will later rebound to their advantage, is a 
difficult task indeed. The following clever 
manoeuvers are daily occurrences in the 
highest auction circles. They have been 
tabulated in the order, in which you should 
undertake to master them. Practice makes 
perfect. Persist and your efforts will, 
eventually, be crowned with success. 

THE DELAYED BID* 

The delayed bid consists in passing your 
first time to bid with a powerful single suit 
hand, and later re-entering the bidding, and 
carrying the auction up to three, four, and 
even five. This play fits splendidly into the 
modern system of declaring, because such 
hands lack the required quick side trick, and, 
therefore, cannot be opened originally short 
of a three bid. 

The idea is, that with a hand, in which 
the strength is concentrated in one suit, there 
is no danger of your first pass, being passed 
out by the other three players. Take this 
hand: 

*Originated by the author at the Racquet Club of St. 
Louis in the spring of 1912. 

[55] 



THE NERVE TO ACT ^ 



Spades — A K lo 8 6 3 2 
Hearts — 9 6 
Diamonds — 4 j 
Clubs— 8 5 

Outstanding in the other hands are three 
Aces, three Kings, four Queens, and four 
Jacks. It is a certainty that some other 
player has more than his fair share, and, 
whoever he may be, you can feel sure that 
he is going to bid. By passing, you give all 
the players a chance to announce themselves, 
and generally locate, who the more fortu- 
nate one is. In addition, you secure valu- 
able information in regard to the Hearts, 
Diamonds, and Clubs, which will materially 
assist you, in playing such strength as dum- 
my possesses in these suits. 

After the first pass, the above hand can 
be bid up to three and, in case of strength 
having been shown by your partner, to four 
with splendid prospects of success. Experi- 
ence teaches that the delayed bid gets the 
contract, frequently at a cheap price, and is 
[56] 



THE NERVE TO ACT ^ 



often doubled by your adversaries with most 
disastrous results for them. 

When it becomes commonly known, that 
a player persistently employs these tactics, 
this knowledge is an advantage to him, be- 
cause it helps to cover up many secondary 
bids of the weakest variety, which the exi- 
gencies of the situation demand that he 
chance, and which he undertakes in great 
fear of a double. His adversaries, knowing 
his proclivities for delayed bidding, and re- 
membering previous unfortunate experi- 
ences in doubling his secondary bids, let the 
opportunity to double his weak secondary 
bids slip by. Thus, the habitual use of the 
delayed bid causes your opponents to stand 
in constant awe of all your secondary bids, 
which is quite advantageous to you. 

In playing the delayed bid, do not get 
excited. Some players breath heavily, when 
they happen to hold eight Hearts to the 
Ace, King, Queen. Pass calmly. When the 
bidding comes around again, bid calmly. It 
is an unusual hand, and your adversaries 
will never suspect it, if you do not give your- 

[57] 



THE NERVE TO ACT ^ 



self away. Always, just top the adverse 
bid. Never go beyond. To do this would 
be the height of folly. You want your 
opponents to think that you are making a 
defensive bid of the character shown on 
page 24. Remember, they have good cards, 
and they will think so, and may turn on your 
delayed bid with a double, if you do not ex- 
pose the situation. Should they double, it is 
usually wise not to redouble, as your hand 
will play at the one suit only, and you may 
frighten them away. Be satisfied with the 
goods, the Gods provide. 

THE PRE-EMPTIVE BID 

The pre-emptive bid is exactly the oppo- 
site of the delayed bid. It consists in start- 
ing the opening declaration with a bid of 
three or four, when you possess a powerful 
single suit hand, so as to shut the adversaries 
out of the bidding. The idea is that great 
strength in one of your weak suits may be 
divided between them, which, if once lo- 
cated, may enable them to get together, and 
either to capture the contract themselves, or 



THE NERVE TO ACT ^ 



to force you beyond the limit of safety. For 
this reason, you begin at the limit of your 
hand in the hopes that you will not have 
to go beyond. 

It is well to mix the pre-emptive bid with 
the delayed bid (giving preference to the 
delayed bid, because it is a more astute 
play) , so as to keep your adversaries guess- 
ing, which tactics you like best. The pre- 
emptive bid is a particularly effective bomb 
to explode in the enemy^s ranks, immedi- 
ately, after having won a large penalty, be- 
cause of a reckless bid on their part, as then 
is the time, they are most likely to be over 
cautious. Remember, too, it works best on 
the first and second game, because the point- 
value of these games is not so large, and 
you are not so apt to excite your opponents 
to take long chances against your bid. It 
is always good ammunition to use against 
conservative and routine players. 

On the rubber game, and against sound 
adversaries, it is not so serviceable, because 
the very act of declaring it, will drive them 
to take desperate chances to induce you to 

[59] 



THE NERVE TO ACT 9? 



increase the contract. The lifting bid usu- 
ally comes from your right hand adversary, 
which puts you in a quandary, as to what is 
best to do. Of course, you must pass in the 
hopes, that your partner can double and set 
the adverse bid, but you have already told 
him, that you can give him little assistance in 
this regard, so he may hesitate to accept the 
responsibility. Sometimes, your partner will 
pick up a fortunate double on this play 
which will offset other occasions, when you 
are forced too high and go down yourself. 

If you discover that your adversaries are 
keen to *'aviate'' in the face of your pre- 
emptive bids, it is a good plan to lay for 
them with a well distributed good hand. 
By making a disguised pre-emptive bid 
upon such a hand, they may be coaxed into 
bidding against it and heavily penalized. A 
dose or two of this sort of medicine will 
teach them to be more prudent in trying to 
raise you. 

THE SUBMERGED SUIT 

The submerged suit is one of the most 
useful plays in the game and rarely fails to 
[60] 



THE NERVE TO ACT ^ 



prove a winner. It consists in keeping silent 
with a good holding of Diamonds or Clubs, 
when sitting over a No Trump declared on 
your right. Having the lead, you can save 
the game, and, sometimes, set the contract, 
if the No Trump bid is accepted, while if 
you expose your strength, the adversaries 
may branch to Spades or Hearts, against 
which your long suit will be useless. This 
play has proved to be of such great advan^ 
tage, that many experts will not open the 
bidding with a solid minor suit, preferring 
first to wait and see, if their right hand 
adversary wish to try for game at No 
Trump. When undertaking the latter play, 
be sure that your hand is not too strong, or 
all the other players may pass with the re- 
sult that the hand will be lost. A good way, 
to estimate this hazard quickly, is by apply- 
ing the Pitch Scale.* If the hand is below 
ten on the scale, it is below par, and some 
other player must have a hand above par, in 
which case he can be depended upon to bid. 
Also, the probability of an even distribution 

*See page 26. 

[6x] 



THE NERVE TO ACT ^ 



of the outstanding cards is so remote, that 
hands measuring ten or eleven on the scale 
can be passed without much risk of no bid 
being made. 

"mccampbell^s doubles"* 

These doubles are employed against bids 
of only one, as all other doubles are made 
with the evident purpose of defeating the 
doubled declaration. The idea is that you 
wish to compel your partner to bid. The 
double of one No Trump says, "Partner, I 
would have bid No Trump myself, if the 
declaration had not been made by an adver- 
sary. I could go two No Trump, if I wish 
to, but I prefer to hear from you first. If 
you have an average hand, bid two No 
Trump. If you have a good suit bid, please 
declare it, but if you have a weak hand, I 
command you to bid two of your four card 
suit, and I will answer for the situation. 
On the other hand, should you be so fortu- 

*Originated by the author at the Racquet and Tennis 
Club of New York in February, 1915. 

[62] 



THE NERVE TO ACT ^ 



nate as to have a good hand, I desire that 
you pass, because, with our joint cards, wc 
must defeat the declaration." 

The double of one of Any Suit says, 
"Partner, I would have bid No Trump had 
not this suit been mentioned by an adver- 
sary. I am unguarded in it, and hesitate to 
go No Trump without this suit being pro- 
tected, so I am leaving the decision to you. 
If you have this suit stopped, please declare 
No Trump. If you do not have it stopped, 
then any other suit you select will find 
strength in my hand. On the other hand, 
should you be so fortunate as to have great 
strength in the adverse suit, I desire that you 
pass, because with my suit cards, and your 
trump strength, we must defeat the declara- 
tion." 

These doubles are potent factors in an 
aggressive campaign, but before using them 
you must be sure that your partner under- 
stands what to do. This can be agreeably 
accomplished at the start of the play, by 
announcing your intention to employ them. 
They will help you to squeeze through many 
[63] 



THE NERVE TO ACT ^ 



a tight hole, and if properly handled, will 
win many points for your side. 

THE CONFUSING DOUBLE 

The confusing double has for its object 
the intention to confuse the declarer in his 
play of the hand, so he will misplace the 
high cards held against him, thereby caus- 
ing him to lose one or more tricks, and to be 
set on what would, otherwise, have been an 
easy contract and an assured game. 

It is invariably a free double of a game- 
going contract, and the shrewdness of the 
deception comes from the fact, that the 
player, who should double, is silent, while 
his partner doubles for him. 

Remember, your partner often passes a 
game-going declaration in the hopes that 
you will assist him to protect such high 
cards, as he may have, by inserting this sort 
of a double and confusing the declarer. 

THE BLUFF DOUBLE 

The bluff double is one of the most skill- 
ful plays that is utilized at the auction table. 
It consists in doubling a declaration, which 
[64] 



THE NERVE TO ACT ^ 



there is small chance of defeating, so as to 
induce your adversaries to return to another 
declaration, which one of them previously 
bid, and which you are certain to defeat. It 
works best against adversaries, who are poor 
at team-work, or who have, temporarily, be- 
come fussed at each other. The bid must be 
adroitly inserted at the psychological mo- 
ment, when the adversary, whom you hope 
to mislead, is expecting his partner's bid to 
be doubled. Having made up his mind that 
the double is coming, he never stops to 
question its soundness, but instantly flies to 
the very declaration, to which you are eag- 
erly endeavoring to lead him. 

When he has been duped into doing this, 
be very careful about a further double, as 
the other adversary may scent your trap, and 
should he revert to his bid, there still may 
be grave doubts, as to your being able to 
defeat it. 

So many players, especially the routine 
type, are continually caught in the meshes of 
this play, that you can afford to use it reck- 
lessly against them. It will save many a 
[65] 



THE NERVE TO ACT ^ 



rubber, when things look blue. Besides, its 
constant use, will prove a protection to your 
sound doubles, as experience will teach your 
adversaries not to jerk your doubles out too 
hastily. When you find that their lesson has 
been well learned, you can slow up on the 
bluff double for awhile, and be more bold 
with the certain doubles, knowing as you do, 
that they are no longer keen to take your 
doubles out. 

In defending yourself against the bluff 
doubles of your opponents, follow this ex- 
cellent rule. When your partner has been 
doubled, let your -first thought be, **Can I 
redouble?'* By the time you have weighed 
this question in your mind, the desire to 
rescue him will have vanished, 

THE TRAP REDOUBLE 

The trap redouble is simply an extension 
of the principles of the bluff double. It con- 
sists in redoubling on a doubtful hand, so as 
to frighten the adversaries out of their 
double, and induce them to return to their 
original declaration, which can be largely 
[66] 



THE NERVE TO ACT 



defeated. It should never be undertaken, 
unless there is an outside chance of success, 
if the redouble stays in, as the loss of 200 
points a trick, is too great a risk to afford 
without this possibility. 

When constantly used, the trap redouble 
keeps your adversaries keyed up to a very 
nervous pitch, and they are more apt to 
make mistakes, when laboring under a great 
strain. Besides, it indirectly results, in your 
sound redoubles, being left severely alone, 
and in the course of play, many such redoub- 
ling opportunities present themselves. If 
you can take advantage of these "cinches" 
(without fear of the adversaries escaping, 
because they will suppose you are trap re- 
doubling), your frequent use of the trap re- 
double will, thus, prove decidedly beneficial. 

THE SHIFT BID 

The shift bid consists in bidding a suit, 
of which you have little or nothing, with the 
ultimate object, of transferring later, to an- 
other declaration, which is perfectly sound. 
The idea is to keep your adversaries from 
[67] 



THE NERVE TO ACT ^ 



leading this suit up to your hand, which they 
will likely avoid doing, thinking that you 
are strong in it. The shift is more fre- 
quently employed, as a lifting bid, to keep 
away from a declaration, which would dis- 
close a particular character of strength, that 
might preclude your opponents continuing to 
advance their bid. 

As an opening declaration, the shift is 
spectacular but most unsound, because it 
proceeds upon the assumption that the ad- 
versaries have something to declare, which 
may not be the case at all. In the old days, 
before auction reached its present develop- 
ment, every player at the table would make 
some sort of a bid, whether he had any ex- 
cuse or not. In those days, the original 
shift bid worked splendidly. Nowadays, 
with the modern system of declaring, no- 
body opens, unless there is a chance to score 
game, so the original shift bid has little op- 
portunity of success. The shift bidder is 
usually left in, and has to play a good hand 
at its least favorable declaration. 

On the other hand, as a lifting bid, the 
i:68] 



THE NERVE TO ACT 9 



shift is not only spectacular but it is clearly 
sound, because the adversaries have now 
made a declaration, which you can rightfully 
assume they are desirous to continue. The 
shift bidder is, therefore, aiming at a tan- 
gible object, and he can afford to do his ut- 
most to accomplish his purpose. 

But before experimenting with any of 
these lifting shift bids, let me caution you, 
that they are never warranted, unless the 
escape bid, with which they must be backed 
up, holds out a reasonable probability of ful- 
fillment. The weak hand, with a shift bid, 
will usually meet the punishment, it so justly 
deserves. Neither is too much strength de- 
sirable, as the more strength you have, the 
less chance there is of your opponents being 
able to do any more bidding, which is sure 
to defeat the bid's purpose, just the same 
as too much weakness. 

The successful shift bid is generally one 
where the hand is of the border line variety, 
so that there is great probability, that the ad- 
versaries will be keen, either to continue with 
their bid, or to turn upon your bid with a 
[69] 



THE NERVE TO ACT V 



double. In case of the latter event occur- 
ring, as the shift bidder has a thin hand, the 
situation will require keen card playing abil- 
ity, if one expect to come through with some 
profit. For this reason, the shift bid can 
only be recommended to those players who 
are adept at playing the cards, after they 
have been laid on the table. 

When you have cause to suspect, from 
the character of your cards, that the adverse 
declaration is a shift bid, remember, the best 
defense against it, is to pass, and to silently 
pray, that your partner will pass too, 

THE INSPIRED BID 

The inspired bid consists in making a 
declaration, towards the close of the bid- 
ding, upon a suit, which is appreciably weak 
in the declarer's hand, because the bidder 
has gathered from the nature of the bids, 
which have gone before, that this, previ- 
ously unmentioned suit, will probably fit his 
partner's hand best of all. 

Prompted, by an intuitive card sense of 
the highest order, and a vivid imagination, 

[70] 



THE NERVE TO ACT ^ 



the inspired bid reaches the very zenith of 
auction expertness. The player, who fore- 
sees the lay of the cards, while the bidding is 
in progress, and seizes the opportunity for 
a great coup, must needs be an auction 
genius, indeed. Beyond this, his psth is 
fraught with difficulties. After the auction 
is won, the combined hands must be played 
with consummate skill, if he wish to make a 
success of inspired bidding. The situations 
are, both delicate and intricate, without a 
trump to spare in either hand, and often his 
opponents must be "mizzled" into making a 
bad play, before all dangers are past, and he 
can feel that something has really been 
achieved. 

The inspired bid can be used with most 
success against conservative and routine ad- 
versaries, as the inferences, upon which it 
is based, are of such a thread bare character, 
that the calculation can easily be upset by the 
bluff double of a bold adversary, which is the 
most deadly weapon to employ against it. 

[71] 



ILLUSTRATIVE HANDS ^ 



ILLUSTRATIVE HANDS 
The hands shown on the following pages 
were selected to exemplify the strategic ma- 
noeuvres discussed in the previous chapter. 
None are artificial. All of them were held 
in regular games in which the author was a 
player, and were bid and played with the re- 
sults as stated. 



[72] 



ILLUSTRATIVE HANDS ^ 



West 


Routine 


°' oo O 

a ^ ^ ^ 


Pass 
Pass 


South 


Bold 


oo o\ 

W o O oo 


Pass 
Pass 


East 


Routine 


^ 2 ^ 
< 1^ < < 


2 No Trump 
Double 


North 


Author 


oo ^ 

O 2 


No bid 
3 Hearts 
Pass 




fa 

CO 

<u 

-o 

T3 


Spades 
Hearts 
Diamonds 
Clubs 1 


ist Round 1 
2nd Round I 
3rd Round 



to S 

S O 

c .-a 



O rvj 

.2 a 

Q 2 

O 0) 

.5 § 



[73] 



ILLUSTRATIVE HANDS ^ 



ai oi 

-a t3 3 

«S cfl o 

CO CO <u 

W eo Pi! 



•5 








3 


-M 




N 


O 


Ci 




tn 


CO 


C3 


oo 








0^ 






nl 




O 

M 






a 


t— 1 



a w 



o © 

g a 

w rl- P^ 



P^ Ph 



c 

ffi Q u 



[74] 







ILLUSTRATIVE HANDS ^ 



^ a 
< w 



Q NO 

<! W M < 



a 

ffi Q U 



[75] 



o t'J _ 
_. 2 

to 13 5» 

« t: 

curs — E 
o <u o 



C3 



o 

-d ^ Si 

O > xt 
. O CO 



•5 -a o 



CO 



CO 



o 



CO 



W CO H 

< CS.S 



■» (y «j 







ILLUSTRATIVE HANDS 



West 


Erratic 


oo «n 

M VO < ON 


Pass 
4 Spades 
Pass 


South 


Bold 


* 2 ^ ° 

t>. O 1— ) 


Pass 
4 Hearts 
Double 


East 


Author 


oo 

O <^ 
t— 1 t— , oo 

< ri- a < 


2 Spades 

3 Spades 
Pass 
Pass 


North 


Sound 


OO 

c^ o M= a 
O b4 ^ ^ 


2 Hearts 

3 Hearts 
Pass 
Pass 




k 

cn 
f-i 
<u 


Spades 
Hearts 
Diamonds 
Clubs 


I St Round 
2nd Round 
3rd Round 
4th Round 



[76] 



ILLUSTRATIVE HANDS 



a a oo 
< ^ < 



J VO ^ 

^ < ^ a 



-a 

rn tn a 

<u -J-; 2 ™ 



c3 



to ffi Q U 



[77] 



ILLUSTRATIVE HANDS ^ 



West 1 


Routine 


oo ^ to 
O » «J 00 

M M g 

U ^ < 


Double 


South 


Conservative 


*^ N ^ 

5 ^ - ? 


Pass 
Pass 


East 


Author 


00 

o O 

o> O < 12^ 


Pass 
Pass 


North 


Bold 


^ *^ 

O < 2 W 


I No Trump 
Pass 




k 

CO 

<u 
T3 


Spades 
Hearts 
Diamonds 
Clubs 


ist Round 
2nd Round 



[78] 



ILLUSTRATIVE HANDS ^ 



a VI Vi i#J 

on a; t« 

c« ca PS 

H. Oh pL< 



hH CO CO 



IN 





















CO 


c« 


& 


3 






O 


CO 


«) 


Q 









M PL| Oh Ph 



^ O 

CS 



Q U 



i § § 

o O g 



I « « 



P4 



t79] 







ILLUSTRATIVE HANDS ^ 



West 


Author 


< < M oo 


Double 


South 


Brilliant 


N ^ 

vr, cc ^ 

vo o a 


Pass 
Pass 


East 


Very Sound 


o 2 2 
fc4 2 a M 


Pass 
Pass 


North 


Sound 


^ l> O 

^ \4 < < 


I No Trump 
Pass 




k 

;h 
u 

-a 
■a 

*f3 


Spades 
Hearts 
Diamonds 
Clubs 


ist Round 

2nd Round j 



[8o] 



ILLUSTRATIVE HANDS ^ 



a. O ^ 



a J 



CO Kl 

c<5 CIh 



vo ^ 
< < <J 



ffi Dm ffi 



a 

S ^ o 
CO ffi Q U 



c 

3 
O 



s « 

q o 



[8i] 







ILLUSTRATIVE HANDS ^ 



West 


Sound 


W to < oo 


3 Spades 

Pass 

Pass 


South 


Routine 


Z U!i o 


3 Hearts 

4 Hearts 
Pass 


East 


Author 


oo oo 

<^ «^ „ 

O O c 
" O 

o < IS 2 


2 Spades 
Redouble 
Double 


North 


Bold 


to 

tN oo to 
> OS 
< ^ O < 


1 No Trump 
Double 
Pass 
Pass 




k 

CO 

u 

V 

-o 

(S 


Spades 
Hearts 
Diamonds 
Clubs 


ist Round 
2nd Round 
3rd Round 
4th Round 



[82] 







ILLUSTRATIVE HANDS ^ 



West 


Unknown 


^» S « 

0> 1 — 1 00 C» 


Pass 
Pass 


South 


Routine 


oo O ^ 

< M a a< 


2 No Trump 
Pass 


East 


Author 


'I" 

a 

W 00 W < 


ffi o 


North 


Sound 


vo 

2 « 2 00 

a < < . i 


I No Trump 

Pass 
Pass 




u 

<u 

T3 


Spades 
Hearts 
Diamonds 
Clubs 


I St Round 

2nd Round 
3rd Round 



C ^ <u 
^ -13 r t3 « 

(m -M *^ »-< 



l-s g " S 

3 a-a^ 

O X lU *s 

G Oh c 
^ °| 



Si OS -a 



•Sec 



J! 



o • 3 T3 

1^^ § ^ 

o o S '-S 
c« -t-j c3 ^ 

CO (U S O 
^ C3 )- 

^ S s-o 



^ ffi 3 a- <u 

O ^ O CO Oh 

2 O |> Xi Ki 
^ ^ a 

iS -S 3 

Ki O o 

lU !> . M 

S 73 <u 5J 

-2 '2 C ^ ^ 

3 ^ W S t3 o 



CO aj 
o ^ 



on 



2 3 



s i 

CO <U 



>^ 3 ."2 

S O.^ O, in 



[83] 







ILLUSTRATIVE HANDS ^ 



West 


Routine 


to 
w« 

« O 

00 oo M 

< % o ^ 


Pass 
Pass 


South 


Very Sound 


to ^ 
^ ir« »^ 

o ^' ^ 
O vo C3S O 


Pass 
Pass 


East 


Author 


to 

o «^ o 

w a <! 


2 Spades 
Double 


North 


Routine 


oo 

o 

. 1 oo 

:^ < < 


2 Hearts 
Hearts 
Pass 




k 

cn 
u 

V 

-d 

-a 

W 


spades 
Hearts 
Diamonds 
Clubs 


ist Round 
2nd Round 
3rd Round 



[84] 







ILLUSTRATIVE HANDS 



West 


Author 


o 

a § ^ w 
W 2: o^ < 


3 Clubs 
3 Spades 
5 Spades 
Pass 


South 


Poor 


O 


Pass 
Pass 

5 Diamonds 
Pass 


East 


Sound 


^ ^ SO 

OO 00 Q 


Pass 
Pass 
4 Spades 
Pass 


North 


Bold 




< < < 0^ 


2 No Trump 

3 Diamonds 

4 Diamonds 
Double 




k 

tn 
U 
(U 

tJ 


Spades 
Hearts 
Diamonds 
Clubs 


ist Round 
2nd Round 
3rd Round 
4th Round 



-a o ^ 

aj i> M 



C CO 

a 

-w 

• Cl, C 

"d Z a, 

"=3 « 
o o t» 

«^ ^ 

III 

4j "O re 

^ ^ 

g.2 s 

Q w'-S 
-+^-2 -a 



" 2i 
< 3-S 

1> O ^ cfi 
O CO <u 

25 



[85] 







ILLUSTRATIVE HANDS 



West 


Erratic | 


vr 

so ^ 

< o 2 oo 


Pass 
Pass 
Pass 


South 


Author 


XT' to 

oo ^ so 

o 2 o c> 

< 2 


3 Clubs 
Double 
Double 


East 


Bold 


W fc^ NO < 


2 Spades 

3 Hearts 
3 Spades 
Pass 


North 


Poor 




2 Clubs 

Pass 
Pass 
Pass 




k 

tn 
i-i 
<u 

-o 
-a 

(5 


Spades 
Hearts 
Diamonds 
Clubs 


I St Round 
2nd Round 
3rd Round 
4th Round 



[86] 



THE SHOW-DOWN 



To be able to play well is an essential of 
good Auction, but the faculty is more easily 
gained by experience and by observing 
others, than by reading books. If you are 
just starting to learn the game, seat your- 
self behind the best player at your club, and 
notice carefully, how he manceuvers tp win 
tricks. Do not take a high chair, but watch 
only one hand, and decide, if you would have 
played it the same way. If not, why not? 
An appropriate question, graciously put, will 
usually elicit a satisfactory reply. In this 
way, you will gain much real knowledge. 

When playing yourself, remember to keep 
your eyes constantly on the table. Obser- 
vation is the key to card sense and a good 
memory. Your own cards can be examined 
during any leisure moment, but the turned 
trick is gone, not to be seen again. 

When playing as the declarer, strive first 
to win the game. Let this be your fore- 

[87] 



THE SHOW-DOWN 



most object, and make the most daring 
coups, which if successful will accomplish 
this result. Never think of saving the con- 
tract, until the game is clearly beyond reach. 
"What is my contract" is a foolish question 
to ask in the middle of a hand. It gets on 
your partner's nerves and tells your adver- 
saries that you have the '*buck ague." 

When playing against the declarer, strive 
first to save the game, and then to set the 
contract. The strongest play is to force the 
adverse strong trump hand with an estab- 
lished suit. When this mode of attack is 
open to you, keep everlastingly at it. Judi- 
cious forcing will do more, than anything 
else, to break up what would otherwise 
seem to be an invincible hand. It will set 
the contract, more frequently, than any other 
play. When forcing becomes hopeless, be- 
cause of a set up suit in dummy, then and 
not till then, you must quit, and give your 
partner a chance to make such winning cards, 
as he may have, before it is too late. 

The Come-on Signal is the most impor- 
tant convention between partners. It con- 
[88] 



THE SHOW-DOWN ^ 



slsts in playing an unwarranted high card 
upon the first trick, and later following with 
a lower card. For instance, holding the Six 
and Deuce, you play the Six first, then the 
Deuce. This commands your partner to con- 
tinue to lead the suit. If you play the Deuce 
first, you tell him that you have no reason 
to wish the suit continued. 

Some players insist that the come-on sig- 
nal should never be made with an honor, 
but this is a mistake. The best policy is to 
signal with any card, lower than the Queen. 
An observing partner does not have to await 
the completion of the come-on signal to rec- 
ognize it. For instance, you open the Ace, 
from Ace and several small cards. The card 
your partner plays to the Ace tells you, 
whether he is starting the signal or not. If 
he start to signal, then he probably has the 
King. 

The Down-and-out Signal is not very well 
known, but is an excellent play. It is used, 
only when playing against a declared trump, 
and consists in never starting a suit with the 
Ten or lower card, and later following with 
[89] 



THE SHOW-DOWN ^ 



a lower, unless you have no more and can 
trump the third round. The converse is 
also true. If you start with a small card, 
and follow with a higher, it shows that you 
are not down-and-out, but have one or more 
cards of that suit remaining in your hand. 

The reason for the down-and-out signal is 
that you are compelled to open many suits 
from two and three cards, with nothing of 
value in the suit, simply to avoid leading 
away from guarded honors and tenaces in 
other suits. In such cases, your partner 
wants to know quickly, whether there is any 
advantage in returning your opening lead or 
not. With the sight of his own cards and 
dummy's, he can usually see that the lead 
was from nothing, but he does not know, 
whether you originally held two or three 
cards of the suit. When the down-and-out 
signal is employed, this information is gen- 
erally disclosed by the first lead, so your 
partner can tell at once, whether or not it 
will be advisable to continue the suit and 
give you a chance to trump the third round. 

It is evident that this signal cannot be 
[90] 



THE SHOW-DOWN ^ 



used in opening short suits, headed by an 
honor, higher than the Ten, as it is often 
necessary to open with the honor, in the 
hopes that it will go through secondary 
strength on your left, or help to protect 
valuable cards in your partner's hand. For 
instance, with Jack and two small, it is cus- 
tomary to open with the Jack and follow 
with the next card to the Jack, reserving the 
lowest card of the suit for the third round. 
Your partner, missing this card at the end 
of the second round, will place it in your 
hand, and will not expect you to trump the 
third round of the suit. 

Old bridge and whist players still cling to 
the Fourth Best and the Eleven Rule, but 
they are of no intrinsic value in Auction 
and my advice is not to bother with them. 

The method of discarding is a matter of 
choice. Select the one your partner prefers 
and abide by it. However, do not lose sight 
of common sense, when discarding. All 
honors in your weak suits should be kept 
protected, until your partner has signaled, 
which ones he will take care of. 

[91] 



THE SHOW-DOWN ^ 



"To brag little, to show well, 
To crow gently, if in luck, 
To pay up, to own up. 
And to shut up if beaten, 
Are the virtues of a true sport.** 



[92 1 



ORIGINAL & SUBSEQUENT LEADS ^ 



o 



n3T) . -C3 'tJ -xJ nS-OTSna TJ n3 13 

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1915 

LAWS OF AUCTION 

TOGETHER WITH THE 

ETIQUETTE of THE GAME 



PUBLISHED BY PERMISSION OF 

THE WHIST CLUB 

NEW YORK 



Copyright, 1 91 5, by 
The Whist Club, New York 



1915 LAWS OF AUCTION ^ 



THE RUBBER 

1. A rubber continues until one side wins 
two games. When the first two games de- 
cide the rubber, a third is not played. 

SCORING 

2. Each side has a trick score and a score 
for all other counts, generally known as the 
honor score. In the trick score the only 
entries made are points for tricks won (see 
Law 3 ) , which count both toward the game 
and in the total of the rubber. 

All other points, including honors, pen- 
alties, slam, little slam, and undertricks, are 
recorded in the honor score, which counts 
only in the total of the rubber. 

3. When the declarer wins the number of 
tricks bid or more, each above six counts 
on the trick score: six points when clubs 
are trumps, seven when diamonds are 
trumps, eight when hearts are trumps, nine 
when spades are trumps, and ten when the 
declaration is no trump. 

4. A game consists of thirty points made 
by tricks alone. Every deal is played out, 

[loi] 



1915 LAWS OF AUCTION ^ 



whether or not during it the game be con- 
cluded, and any points made (even if in 
excess of thirty) are counted. 

5. The Ace, King, Queen, Knave, and Ten 
of the trump suit are the honors; when no 
trump is declared, the Aces are the honors. 

6. Honors are credited to the original 
holders; they are valued as follows: 



WHEN A TRUMP IS DECLARED 
3*honors held between partners equal value of 2 tricks. 

4 4 

^ « (( « it (t (( ^ <( 

4. " in I hand " " 8 " 

f 5th in 
partner's 
hand 

5 " " I " " ic 

WHEN NO TRUMP IS DECLARED 

3 aces held between partners count 30 

4 " « « " " 40 
4 " " in one hand " 100 

*Frequently called "simple honors." 



7. Slam is made when partners take 
thirteen tricks.* It counts loo points in the 
honor score. 

*Law 84 prohibits a revoking side from scoring slam, 
and provides that tricks received by the declarer as 
penalty for a revoke shall not entitle him to a slam not 
otherwise obtained. 

[ 102] 



1915 LAWS OF AUCTION ^ 



8. Little slam is made when partners take 
twelve tricks. t It counts 50 points in the 
honor score. 

9. The value of honors, slam, or little 
slam, is not affected by doubling or redoub- 
ling. 

10. At the end of a rubber the side that 
has won two games scores a bonus of 250 
points. 

The trick, honor and bonus scores of each 
side are then added and the size of the rub- 
ber is the difference between the respective 
totals. 

The side having the higher score wins the 
rubber. 

11. When a rubber is started with the 
agreement that the play shall terminate 
(i. e,^ no new deal shall commence) at a 
specified time, and the rubber is unfinished 
at that hour, the score is made up as it 
stands, 125 being added to the score of the 

fLaw 84 prohibits a revoking side from scoring little 
slam, and provides that tricks received by the declarer as 
penalty for a revoke shall not entitle him to a little s!am 
not otherwise obtained. When a declarer bids 7 - id 
takes twelve tricks he counts 50 for little slam, altho \>h 
his declaration fails. 

[ 103 ] 







1915 LAWS OF AUCTION ^ 



winners of a game. A deal if started must 
be finished. 

12. A proved error in the honor score 
may be corrected at any time before the 
score of the rubber has been made up and 
agreed upon. 

13. A proved error in the trick score may 
be corrected at any time before a declaration 
has been made in the following game, or, 
if it occur in the final game of the rubber, 
before the score has been made up and 
agreed upon. 

CUTTING 

14. In cutting the Ace is the lowest card; 
between cards of otherwise equal value the 
Spade is the lowest, the Heart next, the Dia- 
mond next, and the Club the highest. 

15. Every player must cut from the same 
pack. 

16. Should a player expose more than one 
card, the highest is his cut. 

FORMING TABLES 

17. Those first in the room have the prior 
right to play. Candidates of equal standing 

[ 104] 



1915 LAWS OF AUCTION ^ 



decide their order by cutting; those who cut 
lowest play first. 

1 8. Six players constitute a complete 
table. 

19. After the table has been formed, the 
players cut to decide upon partners, the two 
lower play against the two higher. The 
lowest is the dealer, who has choice of cards 
and seats, and, having made his selection, 
must abide by it."^ 

20. The right to succeed players as they 
retire is acquired by announcing the desire 
to do so, and such announcements, in the 
order made, entitle candidates to fill vacan- 
cies as they occur. 

CUTTING OUT 

21. If, at the end of a rubber, admission 
be claimed by one or two candidates, the 
player or players who have played the great- 
est number of consecutive rubbers withdraw ; 
when all have played the same number, they 
cut to decide upon the out-goers ; the highest 
are out.f 

*He may consult his partner before making his decision. 
fSee Law 14 as to the value of cards in cutting. 

[105] 



1915 LAWS OF AUCTION ^ 



RIGHT OF ENTRY 

22. At the end of a rubber a candidate is 
not entitled to enter a table unless he de- 
clare his intention before any player cut, 
either for partners, for a new rubber, or for 
cutting out. 

23. In the formation of new tables can- 
didates who have not played at an existing 
table have the prior right of entry. Others 
decide their right to admission by cutting. 

24. When one or more players belonging 
to an existing table aid in making up a new 
one, which cannot be formed without him 
or them, he or they shall be the last to cut 
out. 

25. A player belonging to one table who 
enters another, or announces a desire to do 
so, forfeits his rights at his original table, 
unless the new table cannot be formed with- 
out him, in which case he may retain his po- 
sition at his original table by announcing his 
intention to return as soon as his place at 
the new table can be filled. 

26. Should a player leave a table during 
the progress of a rubber, he may, with the 

[106] 



1915 LAWS OF AUCTION 9? 



consent of the three others, appoint a sub- 
stitute to play during his absence; but such 
appointment becomes void upon the conclu- 
sion of the rubber, and does not in any way 
affect the rights of the substitute. 

27. If a player break up a table, the others 
have a prior right of entry elsewhere. 

SHUFFLING 

28. The pack must not be shuffled below 
the table nor so the face of any card be seen. 

29. The dealer's partner must collect the 
cards from the preceding deal and has the 
right to shuffle first. Each player has the 
right to shuffle subsequently. The dealer has 
the right to shuffle last, but should a card or 
cards be seen during his shuffling or while 
giving the pack to be cut, he must reshuffle. 

30. After shuffling, the cards, properly 
collected, must be placed face downward to 
the left of the next dealer, where they must 
remain untouched until the end of the cur- 
rent deal. 

THE DEAL 

3 1 . Players deal in turn ; the order of deal- 
ing is to the left. 

[ 107 ] 







1915 LAWS OF AUCTION ^ 



32. Immediately before the deal, the 
player on the dealer's right cuts, so that each 
packet contains at least four cards. If, in 
or after cutting, and prior to the beginning 
of the deal, a card be exposed, or if any 
doubt exists as to the place of the cut, the 
dealer must reshuffle and the same player 
must cut again. 

33. After the pack has been properly cut, 
it should not be. reshuffled or recut except as 
provided in Law 32. 

34. Should the dealer shuffle after the cut, 
his adversaries may also shuffle and the pack 
must be cut again. 

35. The fifty-two cards must be dealt face 
downward. The deal is completed when 
the last card is dealt. 

36. In the event of a misdeal, the same 
pack must be dealt again by the same player. 

A NEW DEAL 

37. There must be a new deal: 

{a) If the cards be not dealt, beginning at the dealer's 
left into four packets one at a time and in regu- 
lar rotation. 

{h) If, during a deal, or during the play, the pack be 
proved incorrect. 

[ io8 ] 







1915 LAWS OF AUCTION 



(c) If, during a deal, any card be faced in the pack 

or exposed, on, above, or below the table. 

(d) If more than thirteen cards be dealt to any 

player.* 

{e) If the last card do not come in its regular order 
to the dealer. 

(f) If the dealer omit having the pack cut, deal out 
of turn or with the adversaries' cards, and 
either adversary call attention to the fact be- 
fore the end of the deal and before looking at 
any of his cards. 

38. Should a correction of any offense 
mentioned in 37 / not be made in time, or 
should an adversary who has looked at any 
of his cards be the first to call attention to 
the error, the deal stands, and the game pro- 
ceeds as if the deal had been correct, the 
player to the left dealing the next. When 
the deal has been with the wrong cards, the 
next dealer may take whichever pack he 
prefers. 

39. If, prior to the cut for the following 
deal, a pack be proved incorrect, the deal is 
void, but all prior scores stand.f 

The pack is not incorrect when a missing 

*This error, whenever discovered, renders a new deal 
necessary. 

fAcorrect pack contains exactly fifty-two cards, one of 
each denomination. 

[ 109 ] 



1915 LAWS OF AUCTION ^ 



card or cards are found in the other pack, 
among the quitted tricks, below the table, 
or in any other place which makes it possible 
that such card or cards were part of the pack 
during the deal. 

40. Should three players have their proper 
number of cards, the f ourth, less, the missing 
card or cards, if found, belong to him, and 
he, unless dummy, is answerable for any es- 
tablished revoke or revokes he may have 
made just as if the missing card or cards 
had been continuously in his hand. When 
a card is missing, any player may search the 
other pack, the quitted tricks, or elsewhere 
for it.f 

If before, during, or at the conclusion of 
play, one player hold more than the proper 
number of cards, and another less, the deal* 
is void. 

41. A player may not cut, shuffle, or deal 
for his partner if either adversary object. 

41^. A player may not lift from the table 
and look at any of his cards until the end 

fThe fact that a deal is concluded without any claino 
of irregularity shall be deemed as conclusive that such 
card was part of the pack during the deal. 

[iio] 



1915 LAWS OF AUCTION ^ 



of the deal. The penalty for the violation 
of this law is 25 points in the adverse honor 
score for each card so examined, 

THE DECLARATION 

42. The dealer, having examined his 
hand, must either pass or declare to win at 
least one odd trick,* either with a specified 
suit, or at no trump. 

43. The dealer having declared or passed, 
each player in turn, beginning on the deal- 
er's left, must pass, make a higher declara- 
tion, double the last declaration made by an 
opponent, or redouble an opponent's double, 
subject to the provisions of Law 54. 

44. When all four players pass their first 
opportunity to declare, the deal passes to the 
next player. 

45. The order in value of declarations 
from the lowest up is Clubs, Diamonds, 
Hearts, Spades, No Trump. 

To overcall a declaration, a player must 
bid, either 

(a) An equal number of tricks of a more valuable 

declaration or 
{b) A greater number of tricks. 

*One trick more than six. 

[Ill] 







1915 LAWS OF AUCTION V 



E. g,, Three Spades over Three Dia- 
monds; Five Clubs over Four Hearts; Four 
Diamonds over Three No Trump. 

46. A player in his turn may overbid the 
previous adverse declaration any number of 
times, and may also overbid his partner, but 
he cannot overbid his own declaration which 
has been passed by the three others. 

47. The player who makes the final dec- 
laration* must play the combined hands, his 
partner becoming dummy, unless the suit or 
No Trump finally declared was bid by the 
partner before it was called by the final de- 
clarer, in which case the partner, no matter 
what bids have intervened, must play the 
combined hands. 

48. When the player of the two hands 
(hereiniafter termed "the declarer") wins 
at least as many tricks as he declared, he 
scores the full value of the tricks won (see 
Law3).t 

48^. When the declarer fails to win as 

*A declaration becomes final when it has been passed 
by three players. 

fFor amount scored by declarer, if doubled, see Laws 
53 and 56. ... 

[112] 



1915 LAWS OF AUCTION 9? 



many tricks as he declares, neither he nor 
his adversaries score anything toward the 
game, but his adversaries score in their 
honor column 50 points for each undertrick 
(i. e., each trick short of the number de- 
clared) . If the declaration be doubled, the 
adversaries score 100 points; if redoubled, 
200 points for each undertrick. 

49. If a player make a declaration (other 
than passing) out of turn, either adversary 
may demand a new deal, may treat such 
declaration as void, or may allow such dec- 
laration to stand. In the latter case the bid- 
ding shall continue as if the declarations had 
been in turn. A pass out of turn, or a bid 
declared void does not affect the order of bid- 
ding, i. e.y it is still the turn of the player to 
the left of the previous declarer. The player 
who has bid out of turn may re-enter the bid- 
ding in his proper turn without penalty, but 
if he has passed out of his turn, he may only 
do so in case the declaration he has passed 
be overbid or doubled. 

If a declaration out of turn be made and 
the proper declarer then bid, such bid shall 

[113] 



1915 LAWS OF AUCTION ^ 



be construed as an election that the declara- 
tion out of turn is to be treated as void. 

50. If a player make an insufficient dec- 
laration, either adversary may demand that 
it be made sufficient in the declaration 
named, in which case the partner of the de- 
clarer may not further declare unless an ad- 
versary subsequently bid or double. 

50^7. If a player who has been debarred 
from bidding under Laws 50 or 65, during 
the period of such prohibition, make any 
declaration (other than passing), either ad- 
versary may decide whether such declaration 
stand, and neither the offending player nor 
his partner may further participate in the 
bidding, even if the adversaries double or 
declare. 

^ob, A penalty for a declaration out of 
turn (see Law 49), an insufficient declara- 
tion (see Law 50) , or a bid when prohibited 
(see Law 50^) may not be enforced if either 
adversary pass, double, or declare before the 
penalty be demanded.* 

*When the penalty for an insufficient declaration is 
not demanded, the bid over which it was made may be 
repeated unless some higher bid has intervened. 

[114] 



1915 LAWS OF AUCTION ^ 



50c. Laws which give to either adversary 
the right to enforce a penalty, do not permit 
unlimited consultation. Either adversary 
may call attention to the offence and select 
the penalty, or may say, "Partner, you de- 
termine the penalty", or words to that effect. 
Any other consultation is prohibited,! and if 
it take place the right to demand any penalty 
is lost. The first decision made by either 
adversary is final and cannot be altered. 

5 1 . At any time during the declaration, a 
question asked by a player concerning any 
previous bid must be answered, but, after 
the final declaration has been accepted, if an 
adversary of the declarer inform his partner 
regarding any previous declaration, the de- 
clarer may call a lead from the adversary 
whose next turn it is to lead. If the dummy 
give such information to the declarer, either 
adversary of the declarer may call a lead 
when it is the next turn of the declarer to 
lead from either hand. A player, however, 
at any time may ask what declaration is be- 

fThe question, "Partner, will you select the penalty, 
or shall I?" is a form of consultation which is not per- 
mitted. 

[115] 



\ 



1915 LAWS OF AUCTION V 

ing played and the question/ must be an- 
swered. 

52. A pass or double once made may not 
be altered. No declaration may be altered 
after the next player acts. Before action by 
the next player a No Trump or suit declara 
tion may be changed. 

(a) To correct the amount of an insufficient bid 

(b) To correct the denomination but not the size 

of a bid in which, due to a lapsus lingua, 
a suit or no trump has been called which 
the declarer did not intend to name. 

No Other alteration may be made. 

DOUBLING AND REDOUBLING 

53. Doubling and redoubling doubles and 
quadruples the value of each trick over six, 
but it does not alter the value of a declara- 
tion; e. g., a declaration of "Three Clubs" is 
higher than "Two Spades" doubled or re- 
doubled. 

54. Any declaration may be doubled and 
redoubled once, but not more ; a player may 
not double his partner's declaration, nor re- 
double his partner's double, but he may re- 

[116] 



1915 LAWS OF AUCTION ^ 



double a declaration of his partner which 
has been doubled by an adversary. 

The penalty for redoubling more than 
once is loo points in the adverse honor score 
or a new deal; for doubling a partner's dec- 
laration, or redoubling a partner's double it 
is 50 points in the adverse honor score. 
Either adversary may demand any penalty 
enforceable under this law. 

55. Doubling or redoubling reopens the 
bidding. When a declaration has been 
doubled or redoubled, any one of the three 
succeeding players, including the player 
whose declaration has been doubled, may, in 
his proper turn, make a further declaration 
of higher value. 

56. When a player whose declaration has 
been doubled wins the declared number of 
tricks, he scores a bonus of 50 points in his 
honor score, and a further 50 points for each 
additional trick. When he or his partner 
has redoubled, he scores 100 points for mak- 
ing the contract and an additional 100 for 
each extra trick. 

57. A double or redouble is a declaration, 

[117] 



1915 LAWS OF AUCTION ^ 



and a player who doubles or redoubles out 
of turn is subject to the penalty provided by 
Law 49. 

58. After the final declaration has been 
accepted, the play begins; the player on the 
left of the declarer leads. 

DUMMY* 

59. As soon as the player on the left of 
the declarer leads, the declarer's partner 
places his cards face upward on the table, 
and the declarer plays the cards from that 
hand. 

60. The partner of the declarer has all 
the rights of a player (including the right to 
call attention to a lead from the wrong hand) , 
until his cards are placed face upward on the 
table. t He then becomes the dummy, and 
takes no part whatever in the play, except 
that he has the right : 

{a) To call the declarer's attention to the fact that 
too many or too few cards have been played 
to a trick; 

{b) to correct an improper claim of either adver- 
sary; 

*For additional laws affecting dummy, see 51 and 93. 
tThe penalty is determined by the declarer (see Law 
66). 

[118] 



1915 LAWS OF AUCTION ^ 



(c) to call attention to a trick erroneously taken by 
either side; 

{d) to participate in the discussion of any disputed 
question of fact after it has arisen between 
the declarer and either adversary; 

(e) to correct an erroneous score; 

(/) to consult with and advise the declarer as to 
which penalty to exact for a revoke; 

iff) to ask the declarer whether he have any of a 
suit he has renounced. 

The dummy, if he have not intentionally 
looked at any card iif the hand of a player, 
has also the following additional rights : 

(h) To call the attention of the declarer to an es- 

tablished adverse revoke; 

[i) to call the attention of the declarer to a card 

exposed by an adversary or to an adverse 
lead out of turn. 

61. Should the dummy call attention to 
any other incident in the play in consequence 
of which any penalty might have been ex- 
acted, the declarer may not exact such pen- 
alty. Should the dummy avail himself of 
rights (h) or (i), after intentionally look- 
ing at a card in the hand of a player, the 
declarer may not exact any penalty for the 
offence in question. 

62. If the dummy, by touching a card or 

[119] 







1915 LAWS OF AUCTION ^ 



otherwise, suggest the play of one of his 
cards, either adversary may require the de- 
clarer to play or not to play such card. 

62a, If the dummy call to the attention 
of the declarer that he is about to lead from 
the wrong hand, either adversary may re- 
quire that the lead be made from that hand. 

63. Dummy is not subject to the revoke 
penalty; if he revoke and the error be not 
discovered until the trick be turned and 
quitted, whether by the rightful winners or 
not, the revoke may not be corrected. 

64. A card from the declarer's hand is 
not played until actually quitted, but should 
he name or touch a card in the dummy such 
card is played unless he say, "I arrange", or 
words to that effect. If he simultane- 
ously touch two or more such cards, he may 
elect which to play. 

CARDS EXPOSED BEFORE PLAY 

65. After the deal and before the declara- 
tion has been finally determined, if any player 
lead or expose a card, his partner may not 
thereafter bid or double during that declara- 

[120] 



1915 LAWS OF AUCTION ^ 



tion,* and the card, if it belong to an adver- 
sary of the eventual declarer, is subject to 
call.f When the partner of the offending 
player is the original leader, the declarer 
may also prohibit the initial lead of the suit 
of the exposed card. 

66. After the final declaration has been 
accepted and before the lead, if the partner 
of the proper leader expose or lead a card, 
the declarer may treat it as exposed or may 
call a suit from the proper leader. A card 
exposed by the leader, after the final declara- 
tion and before the lead, is subject to call. 

CARDS EXPOSED DURING PLAY 

67. After the original lead, all cards ex- 
posed by the declarer's adversaries are liable 
to be called and must be left face upward on 
the table. 

68. The following are exposed cards: 

(1) Two or more cards played simultaneously; 

(2) a card dropped face upward on the table, even 

though snatched up so quickly that it cannot 
be named ; 

(3) a card so held by a player that his partner sees 

any portion of its face; 

*See law 50a. 

tif more than one card be exposed, all may be called. 

[121] 







1915 LAWS OF AUCTION ^ 



(4) a card mentioned by either adversary as being 
held in his or his partner's hand. 

69. A card dropped on the floor or else- 
where below the table, or so held that it is 
seen by an adversary but not by the partner, 
is not an exposed card. 

70. Two or more cards played simultane- 
ously by either of the declarer's adversaries 
give the declarer the right to call any one of 
such cards to the current trick and to treat 
the other card or cards as exposed. 

70^?. Should an adversary of the declarer 
expose his last card before his partner play 
to the twelfth trick, the two cards in his 
partner's hand become exposed, must be laid 
face upward on the table, and are subject to 
call. 

71. If, without waiting for his partner to 
play, either of the declarer's adversaries play 
or lead a winning car^, as against the de- 
clarer and dummy and continue (without 
waiting for his partner to play) to lead sev- 
eral such cards, the declarer may demand 
that the partner of the player in fault win, if 
he can, the first or any other of these tricks. 

[ 122 ] 



1915 LAWS OF AUCTION ^ 



The other cards thus improperly played are 
exposed. 

72. If either or both of the declarer's ad- 
versaries throw his or their cards face up- 
ward on the table, such cards are exposed 
and liable to be called; but if either adver- 
sary retain his hand, he cannot be forced to 
abandon it. Cards exposed by the declarer 
are not liable to be called. If the declarer 
say, "I have the rest", or any words indicat- 
ing the remaining tricks or any number there- 
of are his, he may be required to place his 
cards face upward on the table. He is not 
then allowed to call any cards his adversaries 
may have exposed, nor to take any finesse not 
previously proven a winner unless he an- 
nounce it when making his claim. 

73. If a player who has rendered himself 
liable to have the highest or lowest of a suit 
called (Laws 80, 86, and 92), fail to play 
as directed, or if, when called on to lead one 
suit, he lead another, having in his hand one 
or more cards of the suit demanded (Laws 
66, 76, and 93), or if, when called upon to 
win or lose a trick, he fail to do so when he 

[ 123 ] 







1915 LAWS OF AUCTION ^ 



can (Laws 71, 80, and 92), or if, when 
called upon not to play a suit, he fail to play 
as directed (Laws 65 and 66), he is liable 
to the penalty for revoke (Law 84) unless 
such play be corrected before the trick be 
turned and quitted. 

74. A player cannot be compelled to play 
a card which would oblige him to revoke. 

75. The call of an exposed card may be 
repeated until it be played. 

LEADS OUT OF TURN 

76. If either adversary of the declarer 
lead out of turn, the declarer may either 
treat the card so led as exposed or may c^U 
a suit as soon as it is the turn of either ad- 
versary to lead. Should they lead simultane- 
ously, the lead from the proper hand stands, 
and the other card is exposed. 

77. If the declarer lead out of turn, either 
from his own hand or dummy, he incurs no 
penalty, but he may not rectify the error un- 
less directed to do so by an adversa^.* If 
the second hand play, the lead is accepted. 

*The rule in Law soc as to consultations governs the 
right of adversaries to consult as to whether such direc- 
tion be given. 

[ 124] 



1915 LAWS OF AUCTION ^ 



78. If an adversary of the declarer lead 
out of turn, and the declarer follow either 
from his own hand or dummy, the trick 
stands. If the declarer before playing re- 
fuse to accept the lead, the leader may be 
penalized as provided in Law 76. 

79. If a player called on to lead a suit 
have none of it, the penalty is paid. 

CARDS PLAYED IN ERROR 

80. Should the fourth hand, not being 
dummy or declarer, play before the second, 
the latter may be required to play his highest 
or lowest card of the suit led, or to win or 
lose the trick. In such case, if the second 
hana be void of the suit led, the declarer in 
lieu of any other penalty may call upon the 
second hand to play the highest card of any 
designated suit. If he name a suit of which 
the second hand is void, the penalty is paid.* 

81. If any one, except dummy, omit play- 
ing to a trick, and such error be not corrected 
until he has played to the next, the adver- 

*Should the declarer play third hand before the second 
hand, the fourth hand may without penalty play before 
his partner. 

[125] 



1915 LAWS OF AUCTION ^ 



saries or either of them may claim a new 
deal ; should either decide that the deal stand, 
the surplus card (at the end of the hand) is 
considered played to the imperfect trick, but 
does not constitute a revoke therein.f 

82. When any one, except dummy, plays 
two or more cards to the same trick and the 
mistake is not corrected, he is answerable for 
any consequent revokes he may make. When 
the error is detected during the play, the 
tricks may be counted face downward, to see 
if any contain more than four cards ; should 
this be the case, the trick which contains a 
surplus card or cards may be examined and 
such card or cards restored to the original 
holder.ij: 

THE REVOKE* 

83. A revoke occurs when a player, other 
than dummy, holding one or more cards of 
the suit led, plays a card of a different suit. 
It becomes an established revoke when the 

fAs to the right of adversaries to consult, see Law 50c. 

:|:Either adversary may decide which card shall be 
considered played to the trick which contains more than 
four cards. 

*See Law 73. 

[ 126 ] 



1915 LAWS OF AUCTION ^ 



trick in which it occurs is turned and quitted 
by the rightful winners (i. e,, the hand re- 
moved from the trick after it has been turned 
face downward on the table, or when either 
the revoking player or his partner, whether 
in turn or otherwise, leads or plays to the 
following trick. 

84. The penalty for each established re- 
voke is: 

{a) When the declarer revokes, he cannot score for 
tricks and his adversaries add loo points to 
their score in the honor column, in addition 
to any penalty which he may have incurred 
for not making good his declaration. 

{h) When either of the adversaries revokes, the de- 
clarer may either add 100 points to his score 
in the honor column or take three tricks from 
his opponents and add them to his own.f 
Such tricks may assist the declarer to make 
good his declaration, but shall not entitle 
him to score any bonus in the honor column 
in case the declaration has been doubled or 
redoubled, nor to a slam or little slam not 
otherwise obtained.* 

(f) When, during the play of a deal, more than one 
revoke is made by the same side, the penalty 
for each revoke after the first is loo points. 

fThe dummy may advise the declarer which penalty 
to exact. 

*The value of the three tricks, doubled or redoubled, 
as the case may be, is counted in the trick score. 

[127] 







1915 LAWS OF AUCTION ^ 



The value of their honors is the only score 
that can be made by a revoking side. 

85. A player may ask his partner if he 
have a card of the suit which he has re- 
nounced; should the question be asked before 
the trick be turned and quitted, subsequent 
turning and quitting does not establish a re- 
voke, and the error may be corrected unless 
the question be answered in the negative, or 
unless the revoking player or his partner 
have led or played to the following trick. 

S^a. Should the dummy leave the table 
during the play, he may ask his adversaries 
to protect him from revokes during his ab- 
sence ; such protection is generally called "the 
courtesies of the table" or "the courtesies 
due an absentee". 

If he make such request the penalty may 
not be enforced for a revoke made by the 
declarer during the dummy's absence unless 
in due season an adversary ht^ve asked the 
declarer whether he have a card of the suit 
he has renounced. 

86. If a player correct his mistake in time 
to save a revoke, any player or players who 

[128] 



1915 LAWS OF AUCTION ^ 



have followed him may withdraw his or 
their cards and substitute others, and the 
cards so withdrawn are not exposed. If the 
player in fault be one of the declarer's adver- 
saries, the card played in error is exposed, 
and the declarer may call it whenever he 
pleases, or he may require the offender to 
play his highest or lowest card of the suit 
to the trick, 

S6a. If the player in fault be the declarer, 
either adversary may require him to play 
the highest or lowest card of the suit in 
which he has renounced, provided both his 
adversaries have played to the current trick; 
but this penalty may not be exacted from the 
declarer when he is fourth in hand, nor can 
it be enforced at all from the dummy. 

87. At the end of the play the claimants 
of a revoke may search all the tricks. If the 
cards have been mixed, the claim may be 
urged and proved if possible; but no proof 
is necessary and the claim is established if, 
after it is made, the accused player or his 
partner mix the cards before they have been 
sufficiently examined by the adversaries. 
[ 129] 







1915 LAWS OF AUCTION 



88. A revoke cannot be claimed after the 
cards have been cut for the following deal. 

89. Should both sides revoke, the only 
score permitted is for honors. In such case, 
if one side revoke more than once, the pen- 
alty of 100 points for each extra revoke is 
scored by the other side. 

GENERAL LAWS 

90. A trick turned and quitted may not be 
looked at (except under Law 82) until the 
end of the play. The penalty for the viola- 
tion of this law is 25 points in the adverse 
honor score. 

91. Any player during the play of a trick 
or after the four cards are played, and be- 
fore the trick is turned and quitted, may de- 
mand that the cards be placed before their 
respective players. 

92. When an adversary of the declarer, 
before his partner plays, calls attention to 
the trick, either by saying it is his, or, with- 
out being requested to do so, by naming his 
card or drawing it toward him, the declarer 
may require such partner to play his highest 

[130] 



1915 LAWS OF AUCTION ^ 



or lowest card of the suit led, or to win or 
lose the trick. 

93. An adversary of the declarer may call 
his partner's attention to the fact that he is 
about to play or lead out of turn ; but if, dur- 
ing the play, he make any unauthorized ref- 
erence to any incident of the play, the de- 
clarer may call a suit from the adversary 
whose next turn it is to lead. If the dummy 
similarly offend, either adversary may call a 
lead when it is the next turn of the declarer 
to lead from either hand. 

94. In all cases where a penalty has been 
incurred, the offender is bound to give rea- 
sonable time for the decision of his adver- 
saries. 

NEW CARDS 

95. Unless a pack be imperfect, no player 
has the right to call for one new pack. 
When fresh cards are demanded, two packs 
must be furnished. When they are produced 
during a rubber, the adversaries of the 
player demanding them have the choice of 
the new cards. If it be the beginning of a 
new rubber, the dealer, whether he or one 

[131] 



1915 LAWS OF AUCTION ^ 



of his adversaries call for the new cards, has 
the choice. New cards cannot be substituted 
after the pack has been cut for a new deal. 

96. A card or cards torn or marked must 
be replaced by agreement or new cards fur- 
nished. 

BYSTANDERS 

97. While a bystander, by agreement 
among the players, may decide any question, 
he should not say anything unless appealed 
to ; and if he make any remark which calls 
attention to an oversight affecting the score, 
or to the exaction of a penalty, he is liable to 
be called upon by the players to pay the 
stakes (not extras) lost. 

ETIQUETTE OF AUCTION 

In the game of Auction slight intimations 
convey much information. The code suc- 
cinctly states laws which fix penalties for an 
offence. To offend against etiquette is far 
more serious than to offend against a law; 
for in the latter case the offender is subject to 
the prescribed penalties; in the former his 
adversaries are without redress. 

[ 132] 



1915 LAWS OF AUCTION ^ 



1. Declarations should be made in a sim- 
ple manner, thus: "One Heart", "One No 
Trump", "Pass", "Double"; they should be 
made orally and not by gesture. 

2, Aside from his legitimate declaration, 
a player should not show by word 
or gesture the nature of his hand, or his 
pleasure or displeasure at a play, bid, or 
double. 

3- If a player demand that the cards be 
placed, he should do so for his own informa- 
tion and not to call his partner^s attention to 
any card or play. 

4. An opponent of the declarer should 
not lead until the preceding trick has been 
turned and quitted; nor, after having led a 
winning card, should he draw another from 
his hand before his partner has played to 
the current trick. 

5. A card should not be played with such 
emphasis as to draw attention to it, nor 
should a player detach one card from his 
hand and subsequently play another. 

6. A player should not purposely incur a 
penalty because he is willing to pay it, nor 

[133] 







1915 LAWS OF AUCTION 



should he make a second revoke to conceal 
a first. 

7. Conversation during the play should 
be avoided, as it may annoy players at the 
table or at other tables in the room. 

8. The dummy should not leave his seat 
to watch his partner play. He should not 
call attention to the score nor to any card 
or cards that he or the other players hold. 

9. If a player say, 'T have the rest", or 
any words indicating that the remaining 
tricks, or any number thereof, are his, and 
one or both of the other players expose his 
or their cards, or request him to play out the 
hand, he should not allow any information 
so obtained to influence his play. 

10. If a player concede, in error, one or 
more tricks, the concession should stand. 

11. A player having been cut out of one 
table should not seek admission in another 
unless willing to cut for the privilege of 
entry, 

THREE-HANDED AUCTION 
The Laws of Auction govern the three- 
handed game except as follows : 

[134] 



<> 1915 LAWS OF AUCTION ^ 



1. Three players take part in a game and 
four constitute a complete table. Each plays 
for himself ; there are no partners, except 
as provided in Law 7. 

2. The player who cuts lowest selects his 
seat and the cards with which he deals first. 
The player who cuts next lowest sits on the 
dealer's left. 

3. The cards are dealt in four packets, 
one for each of the three players and one for 
the dummy.* The dummy hand is not 
touched until after the final declaration has 
been made. 

4. The dealer declares, and the bidding 
continues as in Auction, except that each 
player bids exclusively on his own account. 

5. The penalty for a declaration out of 
turn is that each of the other players receives 
50 points in his honor score. A declaration 
out of turn does not affect the right of the 
player whose turn it is to declare, unless both 
he and the other player, either by passing 
or declaring, accept the improper declara- 
tion. 

*This hand is generally dealt opposite to the dealer. 

[135] 



1915 LAWS OF AUCTION ^ 



6. If a player declare out of turn, and 
the succeeding player either pass or declare, 
the third player may demand that the mis- 
take be corrected as is provided in Law 5. 
In such case the player who first declared out 
of turn is the only one penalized. 

7. The player making the final declara- 
tion, i. e., a declaration that has been passed 
by both of the others, plays his own hand 
and that of the dummy against the other 
two, who then, and for that particular hand, 
assume the relationship of partners. 

8. It is advisable that the game be played 
at a round table so that the hand of the dum- 
my can be placed in front of the declarer 
without obliging any player to move ; but, in 
the event of a square table being used, the 
two players who become the adversaries of 
the declarer should sit opposite each other, 
the dummy being opposite the declarer. 
At the end of the play the original positions 
should be resumed. 

9. If, after the deal has been completed 
and before the conclusion of the declaration, 
any player expose a card, each of his adver- 

[136] 



1915 LAWS OF AUCTION ^ 



saries counts 50 points in his honor score, 
and the declarer, if he be not the offender, 
may call upon the player on his left to lead 
or not to lead the suit of the exposed card. 
If a card be exposed by the declarer after 
the final declaration, there is no penalty, but 
if exposed by an adversary of the declarer, it 
is subject to the same penalty as in Auction. 

10. If a player double out of turn, each 
of his adversaries counts 100 points in his 
respective honor score, and the player whose 
declaration has been doubled may elect 
whether the double shall stand. The bid- 
ding is then resumed, but if the double shall 
be disallowed, the declaration may not be 
doubled by the other player. 

1 1 . The rubber continues until two games 
have been won by the same player; it may 
consist of two, three, or four games. 

12. When the declarer fulfils his contract, 
he scores as in Auction. When he fails to 
do so, both of his adversaries score as in 
Auction. 

13. Honors are scored by each player sep- 
arately, i. e., each player who holds one 

[137] 







1915 LAWS OF AUCTION ^ 



honor scores the value of a trick; each player 
who holds two honors scores twice the value 
of a trick; a player who holds three honors 
scores three times the value of a trick; a 
player who holds four honors scores eight 
times the value of a trick; and a player who 
holds five honors scores ten times the value 
of a trick. In a no trump declaration, each 
Ace counts ten, and four held by one player 
count 100. The declarer counts separately 
both his own honors and those held by the 
dummy. 

14. A player scores 125 points for win- 
ning a game, a further 125 points for win- 
ning a second game, and 250 points for win- 
ning a rubber. 

15. At the end of the rubber, all scores 
of each player are added and his total ob- 
tained. Each one wins from or loses to each 
other the difference between their respective 
totals. A player may win from both the 
others, lose to one and win from the other, 
or lose to both. 

DUPLICATE AUCTION 

Duplicate Auction is governed by the 
[138] 



1915 LAWS OF AUCTION 9? 



Laws of Auction, except in so far as they are 
modified by the following special laws. 

A. Scoring, In Duplicate Auction there 
are neither games nor rubbers. Each deal is 
scored just as in Auction, with the addition 
that whenever a pair makes 30 or more 
tricks as the score of one deal, it adds as a 
premium 125 points in its honor column. 

B. Irregularities in the Hands. If a 
player have either more or less than his cor- 
rect number of cards, the course to be pur- 
sued is determined by the time of the dis- 
covery of the irregularity. 

(1) When the irregularity is discovered before or 
during the original play: There must be a 
new deal. 

(a) When the irregularity is discovered at the time 
the cards are taken up for overplay and be- 
fore such overplay has begun: It must be sent 
back to the table from which it came, and the 
error be there rectified. 

(3) When the irregularity is not discovered until 
after the overplay has begun: In two-table 
duplicate there must be a new deal; but in 
a game in which the same deals are played at 
more than two tables, the hands must be recti- 
fied as is provided above and then passed to 
the next table without overplay at the table at 
which the error was discovered; in which 

[ 139] 



1915 LAWS OF AUCTION ^ 



case, if a player have less than thirteen cards 
and his adversary the corresponding surplus, 
each pair takes the average score for that 
deal ; if, however, his partner have the corre- 
sponding surplus, his pair is given the lowest 
score and his opponents the highest score 
made at any table for that deal. 

C. Playing the Cards. Each player, when 
it is his turn to play, must place his card, face 
upward, before him and toward the centre 
of the table. He must allow it to remain 
upon the table in this position until all have 
played to the trick, when he must turn it 
over and place it face downward, nearer to 
himself; if he or his partner have won the 
trick, the card should point toward his part- 
ner and himself; otherwise it should point 
toward the adversaries. 

The declarer may either play dummy's 
cards or may call them by name whenever 
it is dummy's turn to play and have dummy 
play them for him. 

A trick is turned and quitted when all four 
players have turned and ceased to touch their 
respective cards. 

The cards must be left in the order in 
[ 140] 



1915 LAWS OF AUCTION ^ 



which they were played until the scores of 
the deal have been recorded. 

D. The Revoke. A revoke may be 
claimed at any time before the last trick of 
the deal in which it occurs has been turned 
and quitted and the scores of that deal 
agreed upon and recorded, but not there- 
after. 

E. Error in Score, A proven error in the 
trick or honor score may be corrected at any 
time before .the final score of the contestants 
for the deal or deals played before changing 
opponents has been made up and agreed 
upon. 

F. A New Deal, A new deal is not al- 
lowed for any reason, except as provided in 
Laws of Auction 36 and 37. If there be an 
impossible declaration some other penalty 
must be selected.* A declaration (other 
than passing) out of turn must stand ;f as a 
penalty, the adversaries score 50 honor 
points in their honor column and the 

*See Law 50. The same ruling applies to Law 54. 

tThis includes a double or redouble out of turn. See 
Law 57. 

[141] 



1915 LAWS OF AUCTION ^ 



partner of the offending player cannot 
thereafter participate in the bidding of that 
deal. 

The penalty for the offence mentioned in 
Law 8 1 is 50 points in the adverse honor 
score. 

G. Team Matches, A match consists of 
any agreed number of deals, each of which 
is played once at each table. 

The contesting teams must be of equal 
size, but each may consist of any agreed 
number of pairs (not less than two). One- 
half of each team, or as near thereto as pos- 
sible, sits north and south; the other half 
east and west. 

In case the teams are composed of an 
odd number of pairs, each team, in making 
up its total score, adds, as though won by it, 
the average score of all pairs seated in the 
position opposite to its odd pair. 

In making up averages, fractions are dis- 
regarded and the nearest whole numbers 
taken, unless it be necessary to take the frac- 
tion into account to avoid a tie, in which case 
the match is won "by the fraction of a 
[ 142] 



1915 LAWS OF AUCTION ^ 



point". The team making the higher score 
wins the match. 

H. Pair Contests, The score of a pair is 
compared only with other pairs who have 
played the same hands. A pair obtains a 
plus score for the contest when its net total 
is more than the average ; a minus score for 
the contest when its net total is less than the 
average. 



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